<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/modules/gdscript, branch 2.1.2-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=2.1.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-01-12T18:15:30Z</updated>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Disallow assignment to expressions</title>
<updated>2017-01-12T18:15:28Z</updated>
<author>
<name>Bojidar Marinov</name>
</author>
<published>2016-12-29T10:31:19Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4c9c43735a0695222d03d30a4fce743f53cd5644'/>
<id>urn:sha1:4c9c43735a0695222d03d30a4fce743f53cd5644</id>
<content type='text'>
Fixes #6824

(cherry picked from commits 0b077162a32d37b81c302ab26523efda05de3913
and dcc4ee21c14c1d3fc40c2058e41f853e8ce989c6)
</content>
</entry>
<entry>
<title>Add named colors to GDScript/core.</title>
<updated>2017-01-12T18:15:27Z</updated>
<author>
<name>Bojidar Marinov</name>
</author>
<published>2016-11-10T21:06:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=85585c7fc5ef314d42fcc7b28583b22aaff424be'/>
<id>urn:sha1:85585c7fc5ef314d42fcc7b28583b22aaff424be</id>
<content type='text'>
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names

(cherry picked from commit 23381a530bb4a9c8e8c3e883a7d588bf832cd277)
</content>
</entry>
<entry>
<title>Ternary operator in GDScript (a if x else b)</title>
<updated>2017-01-10T16:09:26Z</updated>
<author>
<name>Bojidar Marinov</name>
</author>
<published>2016-08-25T18:18:35Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6ad84850abdccb5867de26d5eab198da9d57603e'/>
<id>urn:sha1:6ad84850abdccb5867de26d5eab198da9d57603e</id>
<content type='text'>
Fixes #1961
</content>
</entry>
<entry>
<title>Allow for linebreaks in function calls and definitions and yeild/signal.</title>
<updated>2017-01-10T16:08:50Z</updated>
<author>
<name>Bojidar Marinov</name>
</author>
<published>2016-10-03T18:18:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c0743f898a40c41c204e817c34a46fdc19e03dd2'/>
<id>urn:sha1:c0743f898a40c41c204e817c34a46fdc19e03dd2</id>
<content type='text'>
(Plus maybe a few other things)
</content>
</entry>
<entry>
<title>style: Fix PEP8 blank lines issues in Python files</title>
<updated>2016-11-02T21:29:36Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:29:36Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7389217f8170dde67fa6bb50c1046ae4a5a9e5a'/>
<id>urn:sha1:a7389217f8170dde67fa6bb50c1046ae4a5a9e5a</id>
<content type='text'>
Done with `autopep8 --select=E3,W3`, fixes:

- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
</content>
</entry>
<entry>
<title>style: Start applying PEP8 to Python files, indentation issues</title>
<updated>2016-11-02T21:26:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:26:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=561c1f17a12a42b8263ce7dd40d90e1e9633c1de'/>
<id>urn:sha1:561c1f17a12a42b8263ce7dd40d90e1e9633c1de</id>
<content type='text'>
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
</content>
</entry>
<entry>
<title>Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode</title>
<updated>2016-10-30T23:00:46Z</updated>
<author>
<name>yg2f</name>
</author>
<published>2016-09-20T11:54:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=caf42f77d2545c665640363ae64c6a96c0fe1606'/>
<id>urn:sha1:caf42f77d2545c665640363ae64c6a96c0fe1606</id>
<content type='text'>
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.

This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.

Fixes #6487

(cherry picked from commit 217e09c79da008e15bd789260e8b2513689c90bd)
</content>
</entry>
<entry>
<title>SCsub: Add python shebang as a hint for syntax highlighting</title>
<updated>2016-10-30T13:51:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-17T06:50:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5a49e45d213d57f82892c04b94497b37e9fa6229'/>
<id>urn:sha1:5a49e45d213d57f82892c04b94497b37e9fa6229</id>
<content type='text'>
Also switch existing shebangs to "better" /usr/bin/env python.

(cherry picked from commit fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163)
</content>
</entry>
<entry>
<title>modules: Clone env in each module</title>
<updated>2016-10-30T13:51:32Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-13T16:54:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bfea3f1d9a785f31b6ddb87b680c16e443325c67'/>
<id>urn:sha1:bfea3f1d9a785f31b6ddb87b680c16e443325c67</id>
<content type='text'>
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_&lt;module&gt;_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.

(cherry picked from commit da09c6131bcdace7e8e62c3dabc62890e9564c97)

Obviously removed the parts about enet and visual_script.
</content>
</entry>
</feed>
