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<title>godot.git/scene/2d/tile_map.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/tile_map.cpp?h=2.0-beta</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/2d/tile_map.cpp?h=2.0-beta'/>
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<updated>2016-01-04T14:28:11Z</updated>
<entry>
<title>TileMap: Properly flip/rotate tiles with non-square region</title>
<updated>2016-01-04T14:28:11Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2016-01-04T14:28:11Z</published>
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<id>urn:sha1:a9dbe83155ec707f87f5eb6fae782e4947d84aa5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>TileMap: Consider texture offset for rotated tiles</title>
<updated>2016-01-02T17:17:20Z</updated>
<author>
<name>Ignacio Etcheverry</name>
</author>
<published>2016-01-02T17:17:20Z</published>
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<id>urn:sha1:e22e0cecf7bdf7f16956e4657df4b6de77bdee24</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>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Make tilemap able to change light mask, fixes #2557</title>
<updated>2015-12-29T17:47:13Z</updated>
<author>
<name>reduz</name>
</author>
<published>2015-12-29T17:47:13Z</published>
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<id>urn:sha1:5063cd7757191d62355f4d1a7bb16abc288f9212</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>ability to set occluder mask in tilemap, fixes #3025</title>
<updated>2015-12-12T13:45:31Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-12T13:45:31Z</published>
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<id>urn:sha1:ec8f0d7eb9a5d5842e54618a4f4f31952a1d1ede</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-collision debug is shown above all else, fixes #2985</title>
<updated>2015-12-12T11:11:36Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-12T11:11:36Z</published>
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<id>urn:sha1:9251298f46537cde669e66ed740c9987678c4617</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix for negative coords.  Regarding issue #2665</title>
<updated>2015-10-25T01:47:48Z</updated>
<author>
<name>Brickcaster</name>
</author>
<published>2015-10-25T01:47:48Z</published>
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<id>urn:sha1:4e0511a8a0cb294d330f6fde0640365ae3173ab5</id>
<content type='text'>
int() of negative numbers rounds up. Needed to add a condition to account for negative values. Thanks to Romulox_x for providing this solution.</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>
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<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>Live edit WORK IN PROGRESS</title>
<updated>2015-08-02T15:30:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-08-02T15:29:37Z</published>
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<id>urn:sha1:59961c99144523d7cc2881a4abe6d0a319a975df</id>
<content type='text'>
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
</content>
</entry>
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