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<title>godot.git/scene/2d/node_2d.h, branch 2.0-beta</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/node_2d.h?h=2.0-beta</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/node_2d.h?h=2.0-beta'/>
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<updated>2016-01-01T13:50:53Z</updated>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-renamed function get_relative_transform() to get_relative_transform_to_parent(), makes more sense</title>
<updated>2015-12-29T00:05:57Z</updated>
<author>
<name>reduz</name>
</author>
<published>2015-12-29T00:05:57Z</published>
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<id>urn:sha1:f7b64a62d115d4955a47ea6735960f535ed8133c</id>
<content type='text'>
-fixed newly introduced bug in onready keyword, fixes #3155
</content>
</entry>
<entry>
<title>-Added lookat/get_angle_to functions in 2D, and a demo, closes #1843</title>
<updated>2015-05-12T11:17:09Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-12T11:17:09Z</published>
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<id>urn:sha1:3936ed882c6f39c74a3b124a95d5adc5e61ab3c5</id>
<content type='text'>
-Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
</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>added spatial and node2d helper methods</title>
<updated>2015-03-22T13:33:58Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T13:33:58Z</published>
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<id>urn:sha1:a93e33f5c8afc8ce2e9c1674718ff103bfae49b0</id>
<content type='text'>
to perform operations such as translaiton, rotation, etc directly on
nodes.
</content>
</entry>
<entry>
<title>New Navigation &amp; Pathfinding support for 2D</title>
<updated>2015-02-14T15:10:15Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-02-14T15:09:52Z</published>
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<id>urn:sha1:c5f509f238576dba39ffcce74ab2066f24e67b58</id>
<content type='text'>
-Added Navigation &amp; NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
</content>
</entry>
<entry>
<title>-begin work on unidirectional collision detection</title>
<updated>2015-01-13T13:49:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-13T13:49:26Z</published>
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<id>urn:sha1:2ef5a342e34df3863ac512bb3673eba28f15e9f4</id>
<content type='text'>
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
</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>Add node2d::get_global_pos()</title>
<updated>2014-07-07T11:08:26Z</updated>
<author>
<name>marynate</name>
</author>
<published>2014-07-01T14:07:04Z</published>
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<id>urn:sha1:a62305e0e3296dc226f469a75b25f72163873e85</id>
<content type='text'>
</content>
</entry>
<entry>
<title>A bit of everything:</title>
<updated>2014-05-14T04:22:15Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-14T04:22:15Z</published>
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<id>urn:sha1:b324ff7ea584676fcc3292808d7e7ea609982f8e</id>
<content type='text'>
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
</content>
</entry>
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