<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/android/os_android.cpp, branch 2.0-beta</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/platform/android/os_android.cpp?h=2.0-beta</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/android/os_android.cpp?h=2.0-beta'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-01-16T11:57:34Z</updated>
<entry>
<title>Add ability to set "keep screen on" for android</title>
<updated>2016-01-16T11:57:34Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2015-11-27T14:40:04Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fb2bf78591672362adbb62ea15e7be4ac34a7dee'/>
<id>urn:sha1:fb2bf78591672362adbb62ea15e7be4ac34a7dee</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.</title>
<updated>2015-12-02T14:15:48Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-02T14:15:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4b1f0afb014cae7c9a84c8d7c0429f45f425214b'/>
<id>urn:sha1:4b1f0afb014cae7c9a84c8d7c0429f45f425214b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>merged some stuff for okam</title>
<updated>2015-09-04T02:24:55Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-04T02:24:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b0aa49accbd7e45dae38f1bd43b0fbdd11714211'/>
<id>urn:sha1:b0aa49accbd7e45dae38f1bd43b0fbdd11714211</id>
<content type='text'>
</content>
</entry>
<entry>
<title>ability to run 2D physics in a thread</title>
<updated>2015-05-26T04:06:05Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-26T04:05:08Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9df77d276593ef7082e3971d1c180b8f74b0cb2e'/>
<id>urn:sha1:9df77d276593ef7082e3971d1c180b8f74b0cb2e</id>
<content type='text'>
also, 2D physics is now thread safe too.
see physics_2d/thread_model
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
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<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>android fixes, please test</title>
<updated>2015-03-23T14:31:23Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-23T14:31:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7ad7f2f6a986fa6598ae10f2bb940e15c3658f44'/>
<id>urn:sha1:7ad7f2f6a986fa6598ae10f2bb940e15c3658f44</id>
<content type='text'>
(can' t build android atm)
</content>
</entry>
<entry>
<title>support for 2D shadow casters</title>
<updated>2015-03-02T03:54:43Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-02T03:54:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a1f715a4da71fbc2b7d6fad68624bf8b22c6da17'/>
<id>urn:sha1:a1f715a4da71fbc2b7d6fad68624bf8b22c6da17</id>
<content type='text'>
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
</content>
</entry>
<entry>
<title>2D Rewrite Step [1]</title>
<updated>2015-01-10T20:35:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-10T20:35:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=89970848311ee2d49040a148a56d80590091877c'/>
<id>urn:sha1:89970848311ee2d49040a148a56d80590091877c</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-

-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
</content>
</entry>
<entry>
<title>-Ability to ask for documents/pictures/etc system dirs.</title>
<updated>2014-12-02T17:02:41Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-12-02T17:02:41Z</published>
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<id>urn:sha1:e361e8539c889d3ca66e77ebb5d0ceb61d17f49d</id>
<content type='text'>
-Fixes to animationplayer
-fixes to collada importer
</content>
</entry>
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