<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/osx/export, branch 2.0.4-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/platform/osx/export?h=2.0.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/osx/export?h=2.0.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-07-08T23:01:31Z</updated>
<entry>
<title>OSX export: Default to fat format, make it an enum</title>
<updated>2016-07-08T23:01:31Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-07-08T22:46:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=af3cf7806e9443739becf68eefed1bb24f3ef1c0'/>
<id>urn:sha1:af3cf7806e9443739becf68eefed1bb24f3ef1c0</id>
<content type='text'>
Since we want to distribute only the fat binary in the official templates, this should
make it work out of the box. 32 bits and 64 bits options are still available for people
that want them, but will throw an error if the binaries are not in the template zip.

(cherry picked from commit 02aeac12d1e0638ad223190b2eb5c6845090b4ed)
</content>
</entry>
<entry>
<title>Added application/fat_bits property for EditorExportPlatformOSX::EditorExportPlatformOSX</title>
<updated>2016-06-04T20:20:02Z</updated>
<author>
<name>marcelofg55</name>
</author>
<published>2016-05-25T18:17:28Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=280899ee434002e32ba3cc5151b30ef906777b5d'/>
<id>urn:sha1:280899ee434002e32ba3cc5151b30ef906777b5d</id>
<content type='text'>
(cherry picked from commit ba0fbe4f79622e739ffa5a03a61d772fea7a47d5)
</content>
</entry>
<entry>
<title>Move export GUI debug toggle to export settings window</title>
<updated>2016-04-29T05:43:23Z</updated>
<author>
<name>eska</name>
</author>
<published>2016-04-28T00:39:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=91461b588da8881e0b54795ac35397e8211a75b7'/>
<id>urn:sha1:91461b588da8881e0b54795ac35397e8211a75b7</id>
<content type='text'>
(cherry picked from commit ab4caa79538750d7557308dd4f83d6b17d9bdd22)
</content>
</entry>
<entry>
<title>Add way to look for templates at system wide level too</title>
<updated>2015-11-30T00:36:08Z</updated>
<author>
<name>est31</name>
</author>
<published>2015-11-30T00:26:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=15f6d3cebf9e8c9288132454816f1152e16dde36'/>
<id>urn:sha1:15f6d3cebf9e8c9288132454816f1152e16dde36</id>
<content type='text'>
Useful for everybody wanting to package godot.
Fixes #1026.

-&gt; Retain the old behaviour: path in error msg only when exporting.
-&gt; User templates override system templates
</content>
</entry>
<entry>
<title>Ability to visually debug geometry visually:</title>
<updated>2015-09-20T16:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-20T16:03:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=83d9a692be648668b5b363f2424c619e15639843'/>
<id>urn:sha1:83d9a692be648668b5b363f2424c619e15639843</id>
<content type='text'>
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
</content>
</entry>
<entry>
<title>-Merged the file server with the live editing and remote debug</title>
<updated>2015-08-06T05:37:40Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-08-06T05:37:40Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9d185ccc30ad5fe7eb716390ca2e7f5c06574ce0'/>
<id>urn:sha1:9d185ccc30ad5fe7eb716390ca2e7f5c06574ce0</id>
<content type='text'>
-It is now really easy to deploy an android build with debug, and debug it
</content>
</entry>
<entry>
<title>fix custom export packages for PC</title>
<updated>2014-08-25T19:13:30Z</updated>
<author>
<name>Dana Olson</name>
</author>
<published>2014-08-25T19:13:30Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f6c81bbd7bfa3d0c30dd2d0193db5b7b95678087'/>
<id>urn:sha1:f6c81bbd7bfa3d0c30dd2d0193db5b7b95678087</id>
<content type='text'>
also allow custom templates to reside outside of res:// for all platforms
</content>
</entry>
<entry>
<title>More 3D Improvements</title>
<updated>2014-05-29T13:56:39Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-29T13:56:39Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6f0b4678e26c04abfc88c0226c803e78a108de98'/>
<id>urn:sha1:6f0b4678e26c04abfc88c0226c803e78a108de98</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
</content>
</entry>
<entry>
<title>GODOT IS OPEN SOURCE</title>
<updated>2014-02-10T01:10:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-10T01:10:30Z</published>
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<id>urn:sha1:0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac</id>
<content type='text'>
</content>
</entry>
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