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<title>godot.git/modules/dds, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=mirror</id>
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<updated>2018-05-30T17:11:36Z</updated>
<entry>
<title>SCons: Pass env to modules can_build method</title>
<updated>2018-05-30T17:11:36Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-05-30T17:11:33Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3334209a732737274a8598191267573fcb989a99'/>
<id>urn:sha1:3334209a732737274a8598191267573fcb989a99</id>
<content type='text'>
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
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<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
</content>
</entry>
<entry>
<title>Update copyright statements to 2018</title>
<updated>2018-01-01T13:40:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-01T13:40:08Z</published>
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<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>doc: Make all module docs self-contained</title>
<updated>2017-11-15T20:29:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-11-15T18:23:20Z</published>
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<id>urn:sha1:677e95d8d189a62e6473b43989012a8258f193a4</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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<content type='text'>
</content>
</entry>
<entry>
<title>rewritten PBR implementation to make it friendlier with Blender</title>
<updated>2017-05-31T23:29:56Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-05-31T23:16:38Z</published>
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<id>urn:sha1:a134f58fb3e072a3453bd5e9286f90b4694c9766</id>
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</content>
</entry>
<entry>
<title>-Added EXR supprot for HDR (no BC6 compression yet though)</title>
<updated>2017-05-27T01:31:32Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-05-27T00:49:49Z</published>
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<id>urn:sha1:f89641907f8b45941f5e67891936ee8050a3ef92</id>
<content type='text'>
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
</content>
</entry>
<entry>
<title>Removal of Image from Variant, converted to a Resource.</title>
<updated>2017-05-17T10:37:45Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-05-17T10:36:47Z</published>
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<id>urn:sha1:98a329670227c726a5d7a196e5cba8dbdd54301b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix property warnings and hide some debug prints</title>
<updated>2017-04-23T09:17:32Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-23T08:32:52Z</published>
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<id>urn:sha1:515f92d03b6bb4e8a42d5b88d603c96c69d233a4</id>
<content type='text'>
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
</content>
</entry>
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