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<title>godot.git/main, 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?h=2.1.3-stable</id>
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<updated>2017-04-10T14:38:44Z</updated>
<entry>
<title>Re-add ouya gamepad mapping.</title>
<updated>2017-04-10T14:38:44Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-04-10T14:32:00Z</published>
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<id>urn:sha1:37d9a7bee4edce1dbeefe7f563dcd4a53198e9a2</id>
<content type='text'>
Also adds yet another type of ps4 controller.
</content>
</entry>
<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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</entry>
<entry>
<title>Optimize-out some debug and/or non-tools methods</title>
<updated>2017-04-07T14:34:15Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-04-07T14:17:16Z</published>
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<id>urn:sha1:1b15c53479f489126cb3b244a4086a070e82223b</id>
<content type='text'>
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
</content>
</entry>
<entry>
<title>Fix warped mouse panning on Linux</title>
<updated>2017-04-03T00:59:03Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-04-03T00:47:23Z</published>
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<id>urn:sha1:5889169bbd862f14285460b6f1b7b44fd835cbbd</id>
<content type='text'>
Fix/improve it also on certain edge cases for any platform
</content>
</entry>
<entry>
<title>Input: Update Gamepad mappings.</title>
<updated>2017-04-02T07:59:53Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-04-02T07:43:37Z</published>
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</content>
</entry>
<entry>
<title>Merge pull request #8166 from evolarium/joystick_fix</title>
<updated>2017-03-30T12:16:03Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-30T12:16:03Z</published>
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<id>urn:sha1:6438823037cc842a3d729c3ca42eae110cbbbb83</id>
<content type='text'>
Initialize hat values for mapping and revert X360 mappings.</content>
</entry>
<entry>
<title>Initialize hat values for mapping and revert X360 mappings.</title>
<updated>2017-03-27T17:00:37Z</updated>
<author>
<name>Jordan Patterson</name>
</author>
<published>2017-03-27T17:00:37Z</published>
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<id>urn:sha1:391f6c55368aaae5c35d38eee0ec2d81574a5950</id>
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</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>
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<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>Input: Update mouse position on mouse-button events.</title>
<updated>2017-03-24T22:19:49Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-24T20:55:58Z</published>
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<id>urn:sha1:ed3134088be869a9e0c8bd3a7a6cfd672b532809</id>
<content type='text'>
(cherry picked from commit 468719c480100a0d5c8e5c5760f7f38f6a857d4a)
</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>
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