<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/winrt/SCsub, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/platform/winrt/SCsub?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/winrt/SCsub?h=mirror'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-11-03T16:51:08Z</updated>
<entry>
<title>Rename WinRT files to UWP</title>
<updated>2016-11-03T16:51:08Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-11-02T20:26:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fb5a73a39fb7e6e5924db362062cba628525028a'/>
<id>urn:sha1:fb5a73a39fb7e6e5924db362062cba628525028a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>style: Start applying PEP8 to Python files, indentation issues</title>
<updated>2016-10-31T23:33:51Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-30T17:44:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=97c8508f5e4f57b1048830d44e76e1f4517fd449'/>
<id>urn:sha1:97c8508f5e4f57b1048830d44e76e1f4517fd449</id>
<content type='text'>
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
</content>
</entry>
<entry>
<title>Merge pull request #6855 from vnen/xaudio2-driver</title>
<updated>2016-10-18T05:22:10Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-18T05:22:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c23e8797f1bec30defd1903cfeef0992cb1f1a89'/>
<id>urn:sha1:c23e8797f1bec30defd1903cfeef0992cb1f1a89</id>
<content type='text'>
Isolate XAudio2 driver</content>
</entry>
<entry>
<title>Isolate XAudio2 driver</title>
<updated>2016-10-17T22:42:12Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-10-17T15:40:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f3102160a1c0280ddd3e1873a50a2efddfe8c35b'/>
<id>urn:sha1:f3102160a1c0280ddd3e1873a50a2efddfe8c35b</id>
<content type='text'>
Now it's possible to compile for Windows platform if wanted. It's
supported only for Windows 8 or later, so it's not enabled by default.
</content>
</entry>
<entry>
<title>SCsub: Add python shebang as a hint for syntax highlighting</title>
<updated>2016-10-17T18:10:46Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-17T06:50:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163'/>
<id>urn:sha1:fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163</id>
<content type='text'>
Also switch existing shebangs to "better" /usr/bin/env python.
</content>
</entry>
<entry>
<title>Change winrt build to be less dependent on ANGLE</title>
<updated>2016-09-20T23:02:58Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-09-20T23:02:58Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5c21d49caf58d949baebfc605b8dc993428a3b7b'/>
<id>urn:sha1:5c21d49caf58d949baebfc605b8dc993428a3b7b</id>
<content type='text'>
Now it does not try to build if the solution is not found. This way it's
possible to provide a minimal package with includes and libs and make it
build correctly.

Also remove messages from detect.py since it is ran for every platform
target.
</content>
</entry>
<entry>
<title>Implement missing WinRT functions</title>
<updated>2016-09-03T22:28:49Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-09-03T22:25:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e21702f76403845e915f3226f3c142d0dec8cb71'/>
<id>urn:sha1:e21702f76403845e915f3226f3c142d0dec8cb71</id>
<content type='text'>
- Fix buildsystem for WinRT/UWP platform.
- Add audio driver and joystick mapping for WinRT.
- Enable thread class for WinRT.
- Refactor MSVC compiler architecture detection to methods.py, so it can
  be used by Windows and WinRT.
</content>
</entry>
<entry>
<title>Small batch of fixes</title>
<updated>2014-12-15T18:42:58Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-12-15T18:42:58Z</published>
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<id>urn:sha1:089d7fa171e3a3305991047e82b4043d4f05783f</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
</content>
</entry>
<entry>
<title>Huge Amount of BugFix</title>
<updated>2014-10-03T03:10:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-03T03:10:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b24fe3dd206ce391ec4c5f68d32fc2259f275563'/>
<id>urn:sha1:b24fe3dd206ce391ec4c5f68d32fc2259f275563</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear-&gt;SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB-&gt;Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
</content>
</entry>
<entry>
<title>3D Physics Rework, Other Stuff</title>
<updated>2014-09-15T14:33:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-09-15T14:33:30Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8cab401d08f8e25aa9b2dc710204785858ff3dbb'/>
<id>urn:sha1:8cab401d08f8e25aa9b2dc710204785858ff3dbb</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
</content>
</entry>
</feed>
