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<title>godot.git/platform/osx, branch 3.0-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=3.0-stable</id>
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<updated>2018-01-26T20:39:08Z</updated>
<entry>
<title>Fix macOS build after #16092</title>
<updated>2018-01-26T20:39:08Z</updated>
<author>
<name>bruvzg</name>
</author>
<published>2018-01-26T20:39:08Z</published>
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<id>urn:sha1:24b01fe70c7dee1283bbb148a33ab9ac9e95893a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Make separate debug symbols opt-in</title>
<updated>2018-01-26T19:46:56Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-01-26T19:46:56Z</published>
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<id>urn:sha1:c6d9a7665acdd5785760eee0c69bd1d2a53b6b90</id>
<content type='text'>
This adds a separate_debug_symbols option to the x11, windows, and osx
targets. This will default to adding normal debugging symbols to the
artifacts and only splits them when separate_debug_symbols=yes on the
Scons command line.
</content>
</entry>
<entry>
<title>On macOS, prevent key_event_buffer overflows</title>
<updated>2018-01-19T07:47:30Z</updated>
<author>
<name>Bernhard Liebl</name>
</author>
<published>2018-01-19T07:47:30Z</published>
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<id>urn:sha1:2419ffd428309d7159c3c28865060b19cd27b92a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>[macOS] Adds ability to open files with "Open With" or double-click from Finder</title>
<updated>2018-01-12T14:38:19Z</updated>
<author>
<name>bruvzg</name>
</author>
<published>2018-01-12T14:38:19Z</published>
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<id>urn:sha1:f0029fd3c6dad5a07592d853c99567f9e8515eca</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix IME producing multiple events per key press.</title>
<updated>2018-01-10T11:43:24Z</updated>
<author>
<name>bruvzg</name>
</author>
<published>2018-01-10T11:22:28Z</published>
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<id>urn:sha1:b3d803c901aff31bf5315e5ea712d52d607a8c70</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #15344 from bruvzg/osx_dylib_export</title>
<updated>2018-01-08T14:12:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-08T14:12:50Z</published>
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<id>urn:sha1:51709cd8c8791142b5a1e957902a5e9aed8cc7bb</id>
<content type='text'>
[GDnative] macOS `dylib` export fixes</content>
</entry>
<entry>
<title>Remove 10.6+ runtime version checks, add 10.12+ runtime version checks</title>
<updated>2018-01-06T23:21:47Z</updated>
<author>
<name>bruvzg</name>
</author>
<published>2018-01-06T23:11:23Z</published>
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<id>urn:sha1:ff82fbdf6442425f1563dccf35f24254fd7d46e9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix build on macOS pre 10.12, fix deprecation warnings on 10.12+</title>
<updated>2018-01-06T14:12:57Z</updated>
<author>
<name>bruvzg</name>
</author>
<published>2018-01-06T13:39:44Z</published>
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<id>urn:sha1:47770df198f4e2a16195309347191b00ed865be7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SCons: Fix usage of LD when we meant LINK</title>
<updated>2018-01-05T19:37:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-05T19:37:18Z</published>
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<id>urn:sha1:db49f35ab8d2bbcf5b97a58b8a2eff064b942881</id>
<content type='text'>
Also made LINK and CXXFLAGS configurable as command line options.
Note that LINK currently expects the *compiler* that will be used
for linking and will call its configured linker behind the scenes
(so g++, clang++, etc., not ld.gold). See #15364 for details.
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
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<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
</content>
</entry>
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