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<title>godot.git/platform, branch 3.0.3-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?h=3.0.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform?h=3.0.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-06-05T19:42:33Z</updated>
<entry>
<title>Change ".." punctuation for "..." in editor strings (#16507)</title>
<updated>2018-06-05T19:42:33Z</updated>
<author>
<name>Hugo Locurcio</name>
</author>
<published>2018-04-22T17:36:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=403f7dc35f9a356466ee12b83880e2da73b9598d'/>
<id>urn:sha1:403f7dc35f9a356466ee12b83880e2da73b9598d</id>
<content type='text'>
(cherry picked from commit 1c419531a009f48aa074f9b5f93b98d387c33723)
</content>
</entry>
<entry>
<title>Javascript: Remove weird log</title>
<updated>2018-06-01T16:00:51Z</updated>
<author>
<name>Max Hilbrunner</name>
</author>
<published>2018-05-24T18:18:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e29800ea7b3dd2df5e636f6f6bab4b16fbe7aaf9'/>
<id>urn:sha1:e29800ea7b3dd2df5e636f6f6bab4b16fbe7aaf9</id>
<content type='text'>
(cherry picked from commit 0c56e011adf4de59848d8fb801e8741119548543)
</content>
</entry>
<entry>
<title>Increase versionCode range 3.0</title>
<updated>2018-06-01T15:33:27Z</updated>
<author>
<name>Dmitry Pupinin</name>
</author>
<published>2018-05-29T04:06:20Z</published>
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<id>urn:sha1:188bfd2ac95a697f216e964bd020e2a076ea1a11</id>
<content type='text'>
(cherry picked from commit d71d968987055473bbd1ab263f7d9386cc6a2614)
</content>
</entry>
<entry>
<title>Add back missing method from e10a2e5999bb646b0145f898328e8f01731ca854</title>
<updated>2018-05-13T22:25:34Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-05-13T22:25:34Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6635f2a1085a85f4195401d27d079a27bd98f3e0'/>
<id>urn:sha1:6635f2a1085a85f4195401d27d079a27bd98f3e0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement pull/18665 for 3.0</title>
<updated>2018-05-13T20:32:01Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-05-13T20:32:01Z</published>
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<id>urn:sha1:faceb5b75d512376afd27efbfcf4066a9fdf2952</id>
<content type='text'>
Windows detect.py: Detect missing WindowsSdkDir
</content>
</entry>
<entry>
<title>Fix keyboard focus lock-out with HTML5 canvas in iframe</title>
<updated>2018-05-13T20:17:53Z</updated>
<author>
<name>Leon Krause</name>
</author>
<published>2018-05-09T13:57:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=868c44b23949d7d1f677e8e7d6e4832ca2f0510e'/>
<id>urn:sha1:868c44b23949d7d1f677e8e7d6e4832ca2f0510e</id>
<content type='text'>
(cherry picked from commit 9080e96bc81328e658a03e2cd248c06ddbf9f2ec)
</content>
</entry>
<entry>
<title>For uwp the ARM architecture needs to be in lower case</title>
<updated>2018-05-13T19:58:37Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-05-08T23:16:05Z</published>
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<id>urn:sha1:41bb32196282c2e4f99ee1ed896c5f963c5bbe06</id>
<content type='text'>
(cherry picked from commit 07f590046ad1ac96098989f8c266bfa0cc414f18)
</content>
</entry>
<entry>
<title>Fix relative mouse motion when captured in HTML5 platform</title>
<updated>2018-05-13T19:52:14Z</updated>
<author>
<name>Leon Krause</name>
</author>
<published>2018-05-09T14:00:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=66c0be642f78f1b3d5cbef2aa0b87f6c84df1f60'/>
<id>urn:sha1:66c0be642f78f1b3d5cbef2aa0b87f6c84df1f60</id>
<content type='text'>
(cherry picked from commit d78b10313b78e56a65ef4fdfeef6d85ae8ad5311)
</content>
</entry>
<entry>
<title>Fix custom cursor disappearing on osx</title>
<updated>2018-05-13T19:51:25Z</updated>
<author>
<name>Guilherme Felipe</name>
</author>
<published>2018-05-09T22:49:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2fa54c1df6771b4cd4ac141309a7cb0dd2675882'/>
<id>urn:sha1:2fa54c1df6771b4cd4ac141309a7cb0dd2675882</id>
<content type='text'>
(cherry picked from commit 48f9e6a05b928bdd9085827c4f6b341f960be75e)
</content>
</entry>
<entry>
<title>Proper focus in/out handling on iOS</title>
<updated>2018-05-13T19:46:57Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-05-11T10:07:43Z</published>
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<id>urn:sha1:7e09206e5cf329ba4b12f8fa8ca36ede6d9e1b48</id>
<content type='text'>
PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle
callbacks were handled by Godot. Before that PR it was possible to get
NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding
NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are
always coupled, but now there is an issue when, for example, you open a
notification panel on iOS without moving the app to background.
It resulted in view.stopAnimation being called without the
corresponding startAnimation when the app moves to foreground again, so
it looked like the game hanged.

I changed focus out notification to be sent in applicationWillResignActive,
because it makes more sense than to do it in applicationDidEnterBackground,
because it is always called in pair with applicationDidBecomeActive, where
focus in is sent. applicationDidEnterBackground may not come under
circumstances that are now described as a comment in code.

(cherry picked from commit 08a924bcee3b4d128ddcf261a8c2fc915db486fc)
</content>
</entry>
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