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<title>godot.git/modules/gdnative/godot, branch master</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=master</id>
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<updated>2017-09-03T13:28:43Z</updated>
<entry>
<title>merged gdnative and nativescript module</title>
<updated>2017-09-03T13:28:43Z</updated>
<author>
<name>Karroffel</name>
</author>
<published>2017-09-03T10:40:41Z</published>
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<id>urn:sha1:7878329e6fc828dc7ca0a8300ebdbaa0674a769c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix signed and unsigned comparisons</title>
<updated>2017-09-01T06:13:12Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-08-31T21:30:35Z</published>
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<id>urn:sha1:f9467ec1ea6c0dac2ea513b7dfe58d0349788e02</id>
<content type='text'>
The first in my quest to make Godot 3.x compile with -Werror on GCC7
</content>
</entry>
<entry>
<title>Correct GDnative's godot_string_find_last method name</title>
<updated>2017-08-31T21:24:26Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2017-08-31T21:24:26Z</published>
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<id>urn:sha1:6151adfe8c9e00d112ce1b6e2be63f75c740e3ea</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #10422 from endragor/gdnative-android</title>
<updated>2017-08-31T11:51:10Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-31T11:51:10Z</published>
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<id>urn:sha1:6f762ad70993afbbcb496d003ac1ee09f5bc9556</id>
<content type='text'>
Make GDNative work on Android</content>
</entry>
<entry>
<title>Make GDNative work on Android</title>
<updated>2017-08-30T11:14:19Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-08-18T14:17:35Z</published>
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<id>urn:sha1:5ccdeccb6ed6b8480a86b0db36f192526cba1274</id>
<content type='text'>
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.

 - .so libraries are exported to lib/ folder in .apk, instead of assets/,
   because that's where Android expects them to be and it resolves the
   library name into "lib/&lt;ABI&gt;/&lt;name&gt;", where &lt;ABI&gt; is the ABI matching
   the current device. So we establish the convention that Android .so
   files in the project must be located in the folder corresponding to
   the ABI they were compiled for.

 - Godot callbacks (event handlers) are now called from the same thread
   from which Main::iteration is called. It is also what Godot now
   considers to be the main thread, because Main::setup is also called
   from there. This makes threading on Android more consistent with
   other platforms, making the code that depends on Thread::get_main_id
   more portable (GDNative has such code).

 - Sizes of GDNative API types have been fixed to work on 32-bit
   platforms.
</content>
</entry>
<entry>
<title>Remove 10778 related methods from GDNative</title>
<updated>2017-08-30T10:54:59Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-08-30T10:54:59Z</published>
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<id>urn:sha1:ec634382319a6e9f4ddb36aca64c3fc376572026</id>
<content type='text'>
After #10778 master didn't build any longer with GDNative. This removes
the methods removed in that PR from the GDNative bindings for Basis
also.
</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>Convert Object::cast_to() to the static version</title>
<updated>2017-08-24T21:08:24Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-08-24T20:58:51Z</published>
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<id>urn:sha1:cacced7e507f7603bacc03ae2616e58f0ede122a</id>
<content type='text'>
Currently we rely on some undefined behavior when Object-&gt;cast_to() gets
called with a Null pointer. This used to work fine with GCC &lt; 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
</content>
</entry>
<entry>
<title>[GDnative] Correct godot_string_chars_to_utf8_with_len function name</title>
<updated>2017-08-19T15:08:33Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2017-08-19T15:08:33Z</published>
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<id>urn:sha1:00d552b1cdd074a2a74dca15dad3ad20edc32c9a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #10307 from Rubonnek/update-argument-names</title>
<updated>2017-08-16T15:17:56Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-16T15:17:56Z</published>
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<id>urn:sha1:b1ecaaa22b8dd87a75db414cb84ad0f60d5d4cef</id>
<content type='text'>
Updated function argument names</content>
</entry>
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