<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/main, branch 3.0.2-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=3.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/main?h=3.0.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-02-26T20:02:03Z</updated>
<entry>
<title>Add missing #endif for the main.cpp fix.</title>
<updated>2018-02-26T20:02:03Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-02-26T20:02:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1ea805a4aa47eac9d4bcc672b02f210416e86fe7'/>
<id>urn:sha1:1ea805a4aa47eac9d4bcc672b02f210416e86fe7</id>
<content type='text'>
I forgot to amend my previous commit.
</content>
</entry>
<entry>
<title>Allow running with a custom resource without a main scene</title>
<updated>2018-02-26T19:39:48Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-02-26T16:16:29Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3b96b3fd120c9b41b2374bb5beb08b73a78917d8'/>
<id>urn:sha1:3b96b3fd120c9b41b2374bb5beb08b73a78917d8</id>
<content type='text'>
After 3f8a4cc7193e964f716fde2cd28a946669e2d8d6 trying to run an
individual scene on a project without a main scene fails. We move the
check until after we've determined whether or not we're trying to run an
individual scene.

We also stop trying to show the project manager if any game pack is
found at all, unless the user explicitly asks for the project manager to
be shown.

(cherry picked from commit b4215c991aa6a43464dcb983e85d4374dea23c69)
</content>
</entry>
<entry>
<title>Add --quit option to help output and update manpage</title>
<updated>2018-02-24T17:32:22Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-24T17:22:29Z</published>
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<id>urn:sha1:ad325be5a08ca1a55b2d860df01153b604cb4058</id>
<content type='text'>
(cherry picked from commit 95b8984d5f453f4fc324a9221982abecf3fb4ce9)
</content>
</entry>
<entry>
<title>Refactor version macros and fix related bugs</title>
<updated>2018-02-24T00:34:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-23T18:48:49Z</published>
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<id>urn:sha1:d79a7a27735fde30a843bbd931a663ffaa5884c9</id>
<content type='text'>
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.

(cherry picked from commit 23ebae01dc7e3df9c842ca7d017f7b233837721d)
</content>
</entry>
<entry>
<title>Ignore tools CLI flags in non-tools builds.</title>
<updated>2018-02-22T12:08:03Z</updated>
<author>
<name>Pieter-Jan Briers</name>
</author>
<published>2018-02-16T18:40:22Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e9d8dfbf0efde9d0cb27475bcf062f3a84f5bc08'/>
<id>urn:sha1:e9d8dfbf0efde9d0cb27475bcf062f3a84f5bc08</id>
<content type='text'>
Some flags were still parsed but either did nothing or broke everything.

No reason to parse them.

(cherry picked from commit dd198262779c20fcb96a1b7484c77e21f4cf4ba1)
</content>
</entry>
<entry>
<title>Fix typos with codespell</title>
<updated>2018-02-22T11:17:06Z</updated>
<author>
<name>luz.paz</name>
</author>
<published>2018-02-21T16:30:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=751806b5c7c2b63c47d228664c3425b6f3fdb5ac'/>
<id>urn:sha1:751806b5c7c2b63c47d228664c3425b6f3fdb5ac</id>
<content type='text'>
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```

(cherry picked from commit 612ab4bbc6f2396f4dcd68c3f142f7dfa2f5f0a5)
</content>
</entry>
<entry>
<title>Added an auto quit and auto build flag to the command line options.</title>
<updated>2018-02-21T20:56:37Z</updated>
<author>
<name>Nathan Warden</name>
</author>
<published>2018-02-14T15:23:04Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=83b76a81714f8f41ec3da20df842c2acb2d63d4b'/>
<id>urn:sha1:83b76a81714f8f41ec3da20df842c2acb2d63d4b</id>
<content type='text'>
(cherry picked from commit 4bfb504c2f047660ce85fda96657d5cb27415f19)
</content>
</entry>
<entry>
<title>Makes project manager never initialize mono debug.</title>
<updated>2018-02-19T21:32:17Z</updated>
<author>
<name>Pieter-Jan Briers</name>
</author>
<published>2018-02-16T15:00:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4b581104e75a3ce61a5319739943f2e5691ce1c6'/>
<id>urn:sha1:4b581104e75a3ce61a5319739943f2e5691ce1c6</id>
<content type='text'>
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.

This is fixed now by making a Main::is_project_manager().

(cherry picked from commit 10998380799f25cb3198c62f29e30e743c6013ac)
</content>
</entry>
<entry>
<title>Add Xbox One Elite and Xbox 360 Afterglow pads</title>
<updated>2018-02-19T21:15:05Z</updated>
<author>
<name>Brandon DeRosier</name>
</author>
<published>2018-02-13T08:43:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=62fcd772bebf261e4d9a70cf320c2070e01750b2'/>
<id>urn:sha1:62fcd772bebf261e4d9a70cf320c2070e01750b2</id>
<content type='text'>
(cherry picked from commit ae579a256eaa0954be4c072b88b89c297ab031b3)
</content>
</entry>
<entry>
<title>Always detect and use hiDPI in the project manager if needed</title>
<updated>2018-02-19T21:13:45Z</updated>
<author>
<name>Hugo Locurcio</name>
</author>
<published>2018-02-13T17:56:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5d7867082d923ba730a9eb7938fee5bad1977e84'/>
<id>urn:sha1:5d7867082d923ba730a9eb7938fee5bad1977e84</id>
<content type='text'>
This makes its hiDPI behavior consistent with the editor.

(cherry picked from commit 55a2bffac9ca2db40f5bd1dfad0e1c3b28400171)
</content>
</entry>
</feed>
