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<title>godot.git/platform/osx/export, 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/platform/osx/export?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/osx/export?h=2.1.2-stable'/>
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<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>OSX export: Default to fat format, make it an enum</title>
<updated>2016-07-08T22:46:10Z</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=02aeac12d1e0638ad223190b2eb5c6845090b4ed'/>
<id>urn:sha1:02aeac12d1e0638ad223190b2eb5c6845090b4ed</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.
</content>
</entry>
<entry>
<title>Add missing license headers in our source files (#5255)</title>
<updated>2016-06-18T12:46:12Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-18T12:46:12Z</published>
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<id>urn:sha1:a7fc04626af238bf9a80c4f3b569e1c5d70465c9</id>
<content type='text'>
Also removes a couple wrong Godot headers from third-party source files.</content>
</entry>
<entry>
<title>Added application/fat_bits property for EditorExportPlatformOSX::EditorExportPlatformOSX</title>
<updated>2016-05-25T18:17:28Z</updated>
<author>
<name>marcelofg55</name>
</author>
<published>2016-05-25T18:17:28Z</published>
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<id>urn:sha1:ba0fbe4f79622e739ffa5a03a61d772fea7a47d5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Move export GUI debug toggle to export settings window</title>
<updated>2016-04-28T14:13:26Z</updated>
<author>
<name>eska</name>
</author>
<published>2016-04-28T00:39:52Z</published>
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<id>urn:sha1:ab4caa79538750d7557308dd4f83d6b17d9bdd22</id>
<content type='text'>
</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>
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<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>
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<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>
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<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>
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<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>
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<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>
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