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<title>godot.git/scene/2d/parallax_layer.cpp, branch 2.1.2-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/parallax_layer.cpp?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/parallax_layer.cpp?h=2.1.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-01-12T18:15:30Z</updated>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Improve parallax mirroring algorithm</title>
<updated>2016-06-27T08:40:33Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-06-27T08:32:14Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6ce47d9b51f6f540a8d3b6aece32ec0efdf2a37f'/>
<id>urn:sha1:6ce47d9b51f6f540a8d3b6aece32ec0efdf2a37f</id>
<content type='text'>
Replaces the iterative approach currently used by an equivalent direct computation.
Also fixes infinite looping that happens when the mirroring value is negative.
</content>
</entry>
<entry>
<title>Avoid mirroring to go negative to fix crash, closes #4036</title>
<updated>2016-06-26T19:51:13Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-26T19:51:13Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=10f411b47bd46fc28f780be9f70c20228ef4428c'/>
<id>urn:sha1:10f411b47bd46fc28f780be9f70c20228ef4428c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added an option to ParallaxLayer to add an extra scroll offset, helps if you want to make clouds to move by themselves and animate that, for example.</title>
<updated>2016-06-26T19:22:20Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-26T19:22:20Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=282da142aea365680acd80c12916d8e46dd2f5e8'/>
<id>urn:sha1:282da142aea365680acd80c12916d8e46dd2f5e8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Revert "Improve parallax mirroring algorithm"</title>
<updated>2016-06-26T16:03:15Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-26T16:03:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0be12898a7ed2d4130b1bda2dc2677ff17018925'/>
<id>urn:sha1:0be12898a7ed2d4130b1bda2dc2677ff17018925</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Improve parallax mirroring algorithm</title>
<updated>2016-06-24T16:39:56Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-06-24T16:39:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fbddc0b7471e7cf62b934e5c9bbb4c05c1313e74'/>
<id>urn:sha1:fbddc0b7471e7cf62b934e5c9bbb4c05c1313e74</id>
<content type='text'>
Replaces the iterative approach currently used by the standard fmod() function.
Also fixes infinite looping that happens when the mirroring value is negative.
</content>
</entry>
<entry>
<title>-Added configuration warning system for nodes</title>
<updated>2016-05-17T21:28:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-17T21:27:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c195c0df6b36debc870216dd42e49fbda70fa861'/>
<id>urn:sha1:c195c0df6b36debc870216dd42e49fbda70fa861</id>
<content type='text'>
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fdaa2920eb21fff3320a17e9239e04dfadecdb00'/>
<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SceneMainLoop -&gt; SceneTree</title>
<updated>2014-11-06T00:20:42Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-06T00:20:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0dbedd18fc62f700e92a4cf581e505d849bc47ad'/>
<id>urn:sha1:0dbedd18fc62f700e92a4cf581e505d849bc47ad</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
</content>
</entry>
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