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<title>godot.git/main/input_default.h, branch 2.1.3-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/main/input_default.h?h=2.1.3-stable</id>
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<updated>2017-04-07T22:45:24Z</updated>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
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<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Better handling of joypad device IDs.</title>
<updated>2017-03-25T23:12:11Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-25T22:41:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8c06da0d49825dd4cbdd48f0cb7f2bb80b10a56e'/>
<id>urn:sha1:8c06da0d49825dd4cbdd48f0cb7f2bb80b10a56e</id>
<content type='text'>
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
</content>
</entry>
<entry>
<title>Implement warped mouse panning for 2D &amp; 3D editors</title>
<updated>2017-03-22T20:18:47Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-03-22T20:18:47Z</published>
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<id>urn:sha1:2c2c48ffb3bd381d09d1e0e4389a2b86255fe20f</id>
<content type='text'>
Enabled by default as in Blender, but can be disabled separately for 2D &amp; 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
</content>
</entry>
<entry>
<title>Input: bind parse_input_event()</title>
<updated>2017-03-19T07:33:07Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-19T07:31:34Z</published>
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<id>urn:sha1:2f1a0448a7617f1bc9271db7cfe9a16579507bc5</id>
<content type='text'>
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.

This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
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<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<entry>
<title>Core motion for Godot 2.x (based on PR 7127)</title>
<updated>2017-03-09T10:46:38Z</updated>
<author>
<name>BastiaanOlij</name>
</author>
<published>2017-03-09T10:46:38Z</published>
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<id>urn:sha1:8436a34305018b55bbf9cc26087779e520fa9099</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Add function to get readable names for joystick events</title>
<updated>2016-10-09T15:19:57Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2016-09-20T20:12:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=33223e7a8af35c0e5bfe5854f5a5cdbfb4825bbb'/>
<id>urn:sha1:33223e7a8af35c0e5bfe5854f5a5cdbfb4825bbb</id>
<content type='text'>
Closes #6476

(cherry picked from commit e0fcd9331a7ce0e3afd7240a65ecf3e8c59ef9a3)
</content>
</entry>
<entry>
<title>Added gyroscope support to Godot and Android</title>
<updated>2016-07-15T17:43:32Z</updated>
<author>
<name>Jamil Halabi</name>
</author>
<published>2016-07-15T07:31:34Z</published>
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<id>urn:sha1:370ae3512deda40b2659a1192f302298e269305f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Input: add get_connected_joysticks() method.</title>
<updated>2016-07-05T12:08:02Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2016-07-05T12:07:46Z</published>
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<id>urn:sha1:45cfd199a46a6fdffb48cd367c69a336eb79590b</id>
<content type='text'>
fixes #5465
</content>
</entry>
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