<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/windows/detect.py, branch 1.1-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/windows/detect.py?h=1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/windows/detect.py?h=1.1-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2015-05-09T21:46:59Z</updated>
<entry>
<title>Change windows build to use CFlag /Od so that you get the full debug experience. Without this flag set,  Visual Studio lets you use breakpoints, but the watch and locals is pretty much useless.</title>
<updated>2015-05-09T21:46:59Z</updated>
<author>
<name>Antony</name>
</author>
<published>2015-05-09T21:46:59Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9e14f971bc7e6d364d89a34f28e7c0c2017d16f5'/>
<id>urn:sha1:9e14f971bc7e6d364d89a34f28e7c0c2017d16f5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #1432 from UsernameIsAReservedWord/fixes_platform_windows_detect_py</title>
<updated>2015-03-22T18:01:27Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T18:01:27Z</published>
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<id>urn:sha1:f6e537b08f68a8f14193ef9472288be0925a1d16</id>
<content type='text'>
Fixes platform/windows/detect.py</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>
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<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>Update detect.py</title>
<updated>2015-02-24T21:38:49Z</updated>
<author>
<name>UsernameIsAReservedWord</name>
</author>
<published>2015-02-24T21:38:49Z</published>
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<id>urn:sha1:b3976ec14c0239faeed564ca105b2d27f5ac5ad7</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Update detect.py</title>
<updated>2015-02-24T21:31:18Z</updated>
<author>
<name>UsernameIsAReservedWord</name>
</author>
<published>2015-02-24T21:31:18Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fde7f11a559065af87dc345d34694f64eaa45e91'/>
<id>urn:sha1:fde7f11a559065af87dc345d34694f64eaa45e91</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fixes platform/windows/detect.py</title>
<updated>2015-02-24T21:28:51Z</updated>
<author>
<name>UsernameIsAReservedWord</name>
</author>
<published>2015-02-24T21:28:51Z</published>
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<id>urn:sha1:84905809a159e4f04b166f06a5807560c4c7d538</id>
<content type='text'>
- fixes issue #1298 : under windows, too long `ar` command lines are split into several smaller command lines.
- fixes issue #1285 : under linux, cross compiling with Mingw-w64 now generates actual 64bits EXE.
- `MINGW32_PREFIX` and `MINGW64_PREFIX` environment variables are also available for Windows.
- started to clean-up the remains of previous hacks and workarounds.
- added some documentation into the script.</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>
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<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>-added new code completion guess locations, closes #1032</title>
<updated>2015-01-03T16:03:13Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-03T16:03:13Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6b5b95bb4e269a1bd740707e27eae09983b84268'/>
<id>urn:sha1:6b5b95bb4e269a1bd740707e27eae09983b84268</id>
<content type='text'>
-moved commandline fix to mingw-only, should fix #1064
</content>
</entry>
<entry>
<title>Bug Fixes</title>
<updated>2014-11-02T14:31:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-02T14:31:01Z</published>
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<id>urn:sha1:d85b67be53bac252c0a28b799d56d1b359c4ee99</id>
<content type='text'>
-=-=-=-=-

-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
</content>
</entry>
<entry>
<title>-Much improvement to baked light baker</title>
<updated>2014-10-28T01:54:32Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-28T01:54:32Z</published>
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<id>urn:sha1:e82dc402052a47b44bb3bcf50ee4801257f92778</id>
<content type='text'>
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
</content>
</entry>
</feed>
