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<title>godot.git/scene/2d/ray_cast_2d.cpp, 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/ray_cast_2d.cpp?h=2.0-beta</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/ray_cast_2d.cpp?h=2.0-beta'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<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>
<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>-remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260</title>
<updated>2015-11-19T13:41:20Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-11-19T13:41:20Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d3eb9e8c54d4a93b2bed90a5988f9814377d409f'/>
<id>urn:sha1:d3eb9e8c54d4a93b2bed90a5988f9814377d409f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add type mask property to RayCast2D</title>
<updated>2015-10-10T03:46:47Z</updated>
<author>
<name>eska</name>
</author>
<published>2015-10-10T03:46:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=793c53122ae155842beadf8742239d1c071cc1fd'/>
<id>urn:sha1:793c53122ae155842beadf8742239d1c071cc1fd</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Ability to visually debug geometry visually:</title>
<updated>2015-09-20T16:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-20T16:03:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=83d9a692be648668b5b363f2424c619e15639843'/>
<id>urn:sha1:83d9a692be648668b5b363f2424c619e15639843</id>
<content type='text'>
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
</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>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>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b324ff7ea584676fcc3292808d7e7ea609982f8e'/>
<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>
<entry>
<title>-HttpClient: ’Content-Length’ is added to httprequest if not provided in the headers and a body exists</title>
<updated>2014-04-05T21:50:09Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-04-05T21:50:09Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b4969373b3475799d6b24cdffeda4659c37f0b8a'/>
<id>urn:sha1:b4969373b3475799d6b24cdffeda4659c37f0b8a</id>
<content type='text'>
-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
</content>
</entry>
<entry>
<title>GODOT IS OPEN SOURCE</title>
<updated>2014-02-10T01:10:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-10T01:10:30Z</published>
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<id>urn:sha1:0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac</id>
<content type='text'>
</content>
</entry>
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