<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/osx, branch 2.1.3-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?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/osx?h=2.1.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-04-09T12:03:52Z</updated>
<entry>
<title>Style: Apply clang-format (3.9.1) to Obj-C++ files</title>
<updated>2017-04-09T12:03:52Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-09T11:38:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a27876d5ac59bab4a4250cd5e6aa1b7809e06b53'/>
<id>urn:sha1:a27876d5ac59bab4a4250cd5e6aa1b7809e06b53</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #8311 from BastiaanOlij/format_mm_2.1</title>
<updated>2017-04-08T14:49:51Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-08T14:49:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4b561e3e04aba9e4a248862c06154e495a56f48f'/>
<id>urn:sha1:4b561e3e04aba9e4a248862c06154e495a56f48f</id>
<content type='text'>
Spaces to tabs and layout adjustments on .mm files</content>
</entry>
<entry>
<title>Spaces to tabs and layout adjustments on .mm files</title>
<updated>2017-04-07T23:47:13Z</updated>
<author>
<name>BastiaanOlij</name>
</author>
<published>2017-04-07T23:47:13Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=33ea9fc4a73e4f80b40878d68eb2d0c595d1c322'/>
<id>urn:sha1:33ea9fc4a73e4f80b40878d68eb2d0c595d1c322</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e9b045d9e572ff7a211b604d6400f35003bae327'/>
<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #8152 from Hinsbart/input_id_2.1</title>
<updated>2017-03-27T06:51:15Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-27T06:51:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b3d1113ae3ed8974e85025ddaea178683d279de9'/>
<id>urn:sha1:b3d1113ae3ed8974e85025ddaea178683d279de9</id>
<content type='text'>
[2.1] Better handling of joypad device IDs.</content>
</entry>
<entry>
<title>Better handling of joypad device IDs.</title>
<updated>2017-03-25T23:12:11Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-03-25T22:41:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8c06da0d49825dd4cbdd48f0cb7f2bb80b10a56e'/>
<id>urn:sha1:8c06da0d49825dd4cbdd48f0cb7f2bb80b10a56e</id>
<content type='text'>
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
</content>
</entry>
<entry>
<title>SCons: Add option to toggle warnings (on by default)</title>
<updated>2017-03-25T08:24:29Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-25T07:36:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=31107daa1a41fe9ab3c7c1868479e78e16848333'/>
<id>urn:sha1:31107daa1a41fe9ab3c7c1868479e78e16848333</id>
<content type='text'>
All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f8db8a3faa30b71dca33ced38be16d3f93f43e8a'/>
<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<entry>
<title>Refactoring: rename tools/editor/ to editor/</title>
<updated>2017-03-18T22:45:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T22:45:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1b0e2b0c39f5fe36adaee8aa1a2eee39534850c0'/>
<id>urn:sha1:1b0e2b0c39f5fe36adaee8aa1a2eee39534850c0</id>
<content type='text'>
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.

(Manual redo of 49c065d29ca07040c3fd810026121164ad86b247)
</content>
</entry>
<entry>
<title>Fix for issue #7766</title>
<updated>2017-03-18T19:09:45Z</updated>
<author>
<name>Brett-Mitchell</name>
</author>
<published>2017-02-13T17:55:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=616850b3c0662d1e86df5ddb5c767359dd722daf'/>
<id>urn:sha1:616850b3c0662d1e86df5ddb5c767359dd722daf</id>
<content type='text'>
Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX().  mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE.
(cherry picked from commit 6921e118058ab193f4dfc09ad42f27f5261d7d15)
</content>
</entry>
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