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<title>godot.git/scene/2d/physics_body_2d.cpp, branch 2.1.4-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/physics_body_2d.cpp?h=2.1.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/physics_body_2d.cpp?h=2.1.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:11:45Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:11:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9d598833d2e284b57458ade9d27b9433588339ef'/>
<id>urn:sha1:9d598833d2e284b57458ade9d27b9433588339ef</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Warn about resizing a rigidbody (2D or 3D), covers the most common cases, closes #7615</title>
<updated>2017-08-13T18:26:09Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-08-05T19:06:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a59e1a50bfe9796c505fee06527f7791eb8e9820'/>
<id>urn:sha1:a59e1a50bfe9796c505fee06527f7791eb8e9820</id>
<content type='text'>
(cherry picked from commit de9fb90dbf9473b91e75edbd063fb96f9ea4d262)
</content>
</entry>
<entry>
<title>Ported move_and_slide funcs from 3.0 branch</title>
<updated>2017-08-12T15:00:49Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-07-30T22:39:14Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=692f97ba9c292b6f22b597117ef69b89aeb90bc6'/>
<id>urn:sha1:692f97ba9c292b6f22b597117ef69b89aeb90bc6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e9b045d9e572ff7a211b604d6400f35003bae327'/>
<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f8db8a3faa30b71dca33ced38be16d3f93f43e8a'/>
<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<entry>
<title>Fix KinematicBody2D wrong motion origin</title>
<updated>2017-03-06T04:10:15Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-03-06T04:08:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=95a5d9e617847ea4b8f6f0c6b469e1e2ac9d287b'/>
<id>urn:sha1:95a5d9e617847ea4b8f6f0c6b469e1e2ac9d287b</id>
<content type='text'>
Got part of the fix from 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
Added an engine setting to enable the fix (physics_2d/motion_fix_enabled) which is false by default so the default behavior is the same as always
Added motion methods with a from parameter, the same as 3.0 does
</content>
</entry>
<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>KinematicBody: Fix wrong method bind return type</title>
<updated>2017-01-12T18:15:27Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2016-12-10T14:35:41Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5354d7ddcca1a37594c6c738743f5f68009ae2bd'/>
<id>urn:sha1:5354d7ddcca1a37594c6c738743f5f68009ae2bd</id>
<content type='text'>
(cherry picked from commit d579d0a8148f7ce62e320a09fd2e78c430dad530)
</content>
</entry>
<entry>
<title>Send body inout notifications after state is applied, fixes #4683</title>
<updated>2016-06-17T19:45:10Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-06-17T19:45:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=95dc15b75096b7f4017b16ddae9066ee2deb3934'/>
<id>urn:sha1:95dc15b75096b7f4017b16ddae9066ee2deb3934</id>
<content type='text'>
</content>
</entry>
<entry>
<title>RigidBody2D (add_force, set_inertia): new methods.</title>
<updated>2016-04-26T12:15:15Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-26T12:15:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7b4127481d1f377a50ac5f62ec3f20e2ba71dff'/>
<id>urn:sha1:a7b4127481d1f377a50ac5f62ec3f20e2ba71dff</id>
<content type='text'>
</content>
</entry>
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