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<title>godot.git/main/input_default.h, branch fix/use-bin-name</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=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/main/input_default.h?h=fix%2Fuse-bin-name'/>
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<updated>2017-09-30T14:19:07Z</updated>
<entry>
<title>Renamed fixed_process to physics_process</title>
<updated>2017-09-30T14:19:07Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2017-09-30T14:19:07Z</published>
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<id>urn:sha1:4537977d6dd2a76580d9ab611a18634efab55c74</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rename pos to position in user facing methods and variables</title>
<updated>2017-09-20T11:11:10Z</updated>
<author>
<name>letheed</name>
</author>
<published>2017-09-10T13:37:49Z</published>
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<id>urn:sha1:5ad9be4c24e9d7dc5672fdc42cea896622fe5685</id>
<content type='text'>
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -&gt; position
* rot -&gt; rotation
* loc -&gt; location

C++ variables are left as is.
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
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<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Synchronize parameter names in definition and declaration</title>
<updated>2017-08-16T15:22:23Z</updated>
<author>
<name>TwistedTwigleg</name>
</author>
<published>2017-08-11T19:10:05Z</published>
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<id>urn:sha1:00f6c859282bb4dab3f6b4f6c20c44222221ebe9</id>
<content type='text'>
Fixes #10244.
</content>
</entry>
<entry>
<title>Removal of InputEvent as built-in Variant type..</title>
<updated>2017-05-20T20:05:38Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-05-20T15:38:03Z</published>
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<id>urn:sha1:5b3709d3096df737b8bb2344446be818b0389bfe</id>
<content type='text'>
this might cause bugs I haven't found yet..
</content>
</entry>
<entry>
<title>Rename [gs]et_pos to [gs]et_position for Controls</title>
<updated>2017-04-10T06:27:34Z</updated>
<author>
<name>Sergey Pusnei</name>
</author>
<published>2017-03-29T15:29:38Z</published>
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<id>urn:sha1:8589ca390373ae2e84d93b4a75640277e38e9780</id>
<content type='text'>
Control set_pos -&gt; set_position
Control set_global_pos -&gt; set_global_position
[gs]et_mouse_pos -&gt; [gs]et_mouse_position
[gs]et_global_mouse_pos -&gt; [gs]et_global_mouse_position
fixes #8005
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
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<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Input: Remove usage of platform dependent event IDs.</title>
<updated>2017-03-26T13:59:32Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-26T13:59:13Z</published>
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<id>urn:sha1:c0b67568757ccc22811e16348713ef3119e18f3e</id>
<content type='text'>
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
</content>
</entry>
<entry>
<title>Implement warped mouse panning for 2D &amp; 3D editors</title>
<updated>2017-03-22T20:36:52Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-03-22T20:18:47Z</published>
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<id>urn:sha1:f5004b78d0468641cd03619ecfecb42429621a70</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>2017-03-19T08:20:44Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-19T08:20:20Z</published>
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<id>urn:sha1:a69e449782214c6108303af782c8aa321e5b11ea</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>
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