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<title>godot.git/scene/2d/canvas_item.cpp, 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/scene/2d/canvas_item.cpp?h=1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/canvas_item.cpp?h=1.1-stable'/>
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<updated>2015-05-20T02:07:11Z</updated>
<entry>
<title>more fixes</title>
<updated>2015-05-20T02:07:11Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-20T02:07:11Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fec6aaffd81a871393a7a428921dc6e8be149d3c'/>
<id>urn:sha1:fec6aaffd81a871393a7a428921dc6e8be149d3c</id>
<content type='text'>
fix ctrl-a for some cases, mentioned in #1704
fix toggling visibility not updating, fixes #1923
</content>
</entry>
<entry>
<title>-Fixed android export options (screen sizes, orientation should work)</title>
<updated>2015-05-02T00:13:20Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-02T00:13:20Z</published>
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<id>urn:sha1:1e422941c88105852cc376569b7aa92e7784f4cd</id>
<content type='text'>
-added functions to get mouse position in CanvasItem
</content>
</entry>
<entry>
<title>-Changed Godot exit to be clean.</title>
<updated>2015-04-20T22:38:02Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-20T22:38:02Z</published>
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<id>urn:sha1:59154cccf9fcf814a21a2596993fb1b6777d3bb7</id>
<content type='text'>
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
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<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Changes to Light</title>
<updated>2015-04-03T04:43:37Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-03T04:43:37Z</published>
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<id>urn:sha1:9fa1698c7420bae2c6353bf300ce2cdb73434bf6</id>
<content type='text'>
-=-=-=-=-=-=-=-=

-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
</content>
</entry>
<entry>
<title>input events on Area2D is now supported</title>
<updated>2015-03-22T04:46:18Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T04:46:18Z</published>
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<id>urn:sha1:c6c72a3c37a44964ec8e6b3353f78635bf588eab</id>
<content type='text'>
also added a demo showing how this works
</content>
</entry>
<entry>
<title>back buffer copy node, to improve on texscreen()</title>
<updated>2015-03-12T04:05:50Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-12T04:05:50Z</published>
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<id>urn:sha1:650e13f3cd68c9b45879a905548c34e9fb5bb46f</id>
<content type='text'>
back buffer copy node and respective demo
</content>
</entry>
<entry>
<title>lot of work on 2D lighting and isometric maps</title>
<updated>2015-03-09T05:34:56Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-09T05:34:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=09489e3a78de39bb4d8690f3c65f8a5e7a56a95e'/>
<id>urn:sha1:09489e3a78de39bb4d8690f3c65f8a5e7a56a95e</id>
<content type='text'>
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
</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>Merge pull request #1369 from not-surt/tile_rotation</title>
<updated>2015-02-21T18:37:02Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-02-21T18:37:02Z</published>
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<id>urn:sha1:1d7337ba10ad593f0786d3e356cf0b05aa9be2b4</id>
<content type='text'>
Tile Rotation</content>
</entry>
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