<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/windows, 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/windows?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/windows?h=2.1.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-04-08T09:28:25Z</updated>
<entry>
<title>Revert "8145 - Mouse Position is unknown until first mouse event on X11 &amp; Win"</title>
<updated>2017-04-08T09:28:25Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-08T09:28:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7f32db5ac9143deb2afe918fd3aee791c101481e'/>
<id>urn:sha1:7f32db5ac9143deb2afe918fd3aee791c101481e</id>
<content type='text'>
This reverts commit e5d63aaece5310aee39ba1da9a595fc7a8410a50.
Same reasoning as #8291.
</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>8145 - Mouse Position is unknown until first mouse event on X11 &amp; Win</title>
<updated>2017-04-05T06:08:08Z</updated>
<author>
<name>Sergey Pusnei</name>
</author>
<published>2017-03-28T01:37:23Z</published>
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<id>urn:sha1:e5d63aaece5310aee39ba1da9a595fc7a8410a50</id>
<content type='text'>
- X11 update input-&gt;pos on EnterNotify
- X11 &amp; Win call first-time events processing before main initialization

(cherry picked from commit c79e998d1f12b281530b15d3015e7128418c8a60)
</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>Fix buffer size check in UDP socket.</title>
<updated>2017-03-22T20:11:49Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-01-19T16:00:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=15ecdb5f00da2f19974d70ddd8f2658d9f2f4903'/>
<id>urn:sha1:15ecdb5f00da2f19974d70ddd8f2658d9f2f4903</id>
<content type='text'>
We were reserving 12 bytes from the buffer for ip, port, and length, but since
IPv6 introduction we should be reserving 24 (IPv6 are 16 bytes)

(cherry picked from commit 5dc7c920bf1c4bb160d39e13ad6136d80badd7ae)
</content>
</entry>
<entry>
<title>Use default UDP ring buffer size of 65536 for clients</title>
<updated>2017-03-22T20:07:27Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-01-19T12:33:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=994df5df5c1a0062582d39f944ac1857a4881c00'/>
<id>urn:sha1:994df5df5c1a0062582d39f944ac1857a4881c00</id>
<content type='text'>
We should probably create a specific function for setting the
recv buffer anyway. UDP sockets does not need to bind (listen)
to be able to call recvfrom. This is especially useful for clients
who just call set_send_address and start communicating with a server.

(cherry picked from commit 93368571326e3472522669b76998f58aed78864f)
</content>
</entry>
<entry>
<title>Fix bug causing UDP socket to close after the first send if not listening</title>
<updated>2017-03-22T20:05:27Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-01-18T20:33:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7dbccc9a57c7579be7f3edcf99b35cf4804b4723'/>
<id>urn:sha1:7dbccc9a57c7579be7f3edcf99b35cf4804b4723</id>
<content type='text'>
The ring buffer for receiving packets was not resized in constructor

(cherry picked from commit 68dc969f8ca242d0c4f927a417557288e4b1b75f)
</content>
</entry>
<entry>
<title>Avoid deadlock when writing/reading data on a connecting TCP socket</title>
<updated>2017-03-22T20:03:26Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-01-18T18:04:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9f41c0a356c016a86418a44c35ad1fb3f5978fd2'/>
<id>urn:sha1:9f41c0a356c016a86418a44c35ad1fb3f5978fd2</id>
<content type='text'>
TCP status polling is always performed as non blocking.
Trying to put a packet on a connecting socket will fail immediately.

(cherry picked from commit fa0cb7da0e096e01476eabef37c225404c7f6f26)
</content>
</entry>
</feed>
