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<title>godot.git/modules/gdnative/include, 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>2017-10-08T14:47:10Z</updated>
<entry>
<title>[GDnative] Add string_name api</title>
<updated>2017-10-08T14:47:10Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2017-09-05T16:07:13Z</published>
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</content>
</entry>
<entry>
<title>[GDNative] added API struct wrapper generator</title>
<updated>2017-10-03T21:26:39Z</updated>
<author>
<name>Karroffel</name>
</author>
<published>2017-10-03T21:07:29Z</published>
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Previously functions of the GDNative API were accessed by letting
the loader at load-time resolve the symbols. This causes troubles on
Windows (...sigh...), so now the GDNative API isn't exported anymore.

This means, that a library that wants to call a GDNative function
needs to access it via a struct of pointers that's passed to it at
right after the library was loaded. To make the usage easier, those
function pointers in the struct can be wrapped in actual function in
the global scope. This commit adds a generator for that wrapper code.
</content>
</entry>
<entry>
<title>[GDnative] replace gdnative_api_struct.h by a json-based autogenerated system</title>
<updated>2017-10-03T07:48:52Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2017-10-03T03:23:05Z</published>
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</entry>
<entry>
<title>[GDnative] Add active_library_path to init options struct</title>
<updated>2017-10-02T11:45:47Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2017-10-02T11:45:47Z</published>
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</content>
</entry>
<entry>
<title>Enhance iOS export</title>
<updated>2017-09-25T17:18:08Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-09-04T13:10:03Z</published>
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<content type='text'>
 - The export process now builds complete .ipa on macOS, instead of just
   creating XCode project.

 - The project includes Capabilities games usually require: Game Center,
   Push Notifications, In-App Purchase.

 - Icons and launch screens can be specified in export preset.
</content>
</entry>
<entry>
<title>Fixed a bunch of typos, including an error code.</title>
<updated>2017-09-22T03:58:29Z</updated>
<author>
<name>Ross Hadden</name>
</author>
<published>2017-09-22T03:58:29Z</published>
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</entry>
<entry>
<title>Allow booleanization of all types</title>
<updated>2017-09-19T16:55:31Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-09-18T18:02:47Z</published>
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We now allow booleanization of all types. This means that empty versions
of all types now evaluate to false. So a Vector2(0,0), Dictionary(),
etc.

This allows you to write GDScript like:
if not Dictionary():
  print("Empty dict")

Booleanization can now also no longer fail. There is no more valid flag,
this changes Variant and GDNative API.
</content>
</entry>
<entry>
<title>Change structure order for godot nim compatibility</title>
<updated>2017-09-19T04:35:51Z</updated>
<author>
<name>Konstantin Zaitsev</name>
</author>
<published>2017-09-19T04:35:51Z</published>
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</entry>
<entry>
<title>[GDnative] Use X macro to define godot_gdnative_api_struct and it instantiation</title>
<updated>2017-09-17T16:33:08Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2017-09-17T14:47:02Z</published>
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<entry>
<title>[GDnative] create godot_gdnative_api_struct and pass it to godot_gdnative_init_options</title>
<updated>2017-09-17T14:13:14Z</updated>
<author>
<name>Emmanuel Leblond</name>
</author>
<published>2017-09-15T15:18:28Z</published>
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