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<title>godot.git/scene/3d/camera.cpp, branch 2.0.3-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/3d/camera.cpp?h=2.0.3-stable</id>
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<updated>2016-04-02T20:03:48Z</updated>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-04-02T20:03:48Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
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<id>urn:sha1:424a1046664eb1dc8138ccb886ba1c1967c3caa4</id>
<content type='text'>
(cherry picked from commit 4a4f2479146aa33e235ed57cde311efda68d3c8f)
</content>
</entry>
<entry>
<title>-Fix crash opening and closing the scene, closes #3491</title>
<updated>2016-01-31T18:10:33Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-31T18:09:52Z</published>
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<id>urn:sha1:53e237dfe4aa550fa52a1187d1b19e7b5ec555eb</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Properly clear/restore current camera when switching scenes. Fixes #2137</title>
<updated>2016-01-02T20:18:45Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-02T20:18:45Z</published>
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<id>urn:sha1:2db78e8f87fc208711bf8625fcb679723ce46fb7</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>-fix forced texture repeat in Polygon2D, now depends on texture.</title>
<updated>2015-04-29T01:05:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-29T01:05:01Z</published>
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<id>urn:sha1:98c086edafbbb81635fed46b17268af2df9ae47d</id>
<content type='text'>
-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
</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>added spatial and node2d helper methods</title>
<updated>2015-03-22T13:33:58Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T13:33:58Z</published>
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<id>urn:sha1:a93e33f5c8afc8ce2e9c1674718ff103bfae49b0</id>
<content type='text'>
to perform operations such as translaiton, rotation, etc directly on
nodes.
</content>
</entry>
<entry>
<title>support for 2D shadow casters</title>
<updated>2015-03-02T03:54:43Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-02T03:54:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a1f715a4da71fbc2b7d6fad68624bf8b22c6da17'/>
<id>urn:sha1:a1f715a4da71fbc2b7d6fad68624bf8b22c6da17</id>
<content type='text'>
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
</content>
</entry>
<entry>
<title>fixed math in Camera::project_position</title>
<updated>2015-01-31T17:02:49Z</updated>
<author>
<name>jaromirhribal</name>
</author>
<published>2015-01-31T17:02:49Z</published>
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<id>urn:sha1:79e330c33ee04c04f5ce3e6f88cb767057184de2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-fixed issue with denormals in half precission, closes #1073</title>
<updated>2015-01-03T14:06:53Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-03T14:06:53Z</published>
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<id>urn:sha1:cef3bd026fa6a6c1b2e19693b111210b3ce876ac</id>
<content type='text'>
-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
</content>
</entry>
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