<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene/2d/ray_cast_2d.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/ray_cast_2d.cpp?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/ray_cast_2d.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>Added force_raycast_update GDScript method for RayCast[2D]</title>
<updated>2016-10-30T23:00:23Z</updated>
<author>
<name>Karol Walasek</name>
</author>
<published>2016-08-09T17:52:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0af331d1c0f4aa9b84bc6cf3ce12ef608644d897'/>
<id>urn:sha1:0af331d1c0f4aa9b84bc6cf3ce12ef608644d897</id>
<content type='text'>
(cherry picked from commit 7494a8c3c6738ae212cc9ec62eb478056b846e3d)
</content>
</entry>
<entry>
<title>Fix RayCast not updating when debugging collissions</title>
<updated>2016-04-07T11:30:40Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2016-04-07T11:30:40Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6cf3bdcf7662218f8f02feb91fa85efedbc1b7b3'/>
<id>urn:sha1:6cf3bdcf7662218f8f02feb91fa85efedbc1b7b3</id>
<content type='text'>
</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>-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>
<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>
<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>
</feed>
