<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene/3d/collision_polygon.h, branch master</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/collision_polygon.h?h=master</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/3d/collision_polygon.h?h=master'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:16:55Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Lots of work on Audio &amp; Physics engine:</title>
<updated>2017-07-15T11:32:34Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-07-15T04:23:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2e73be99d8d86d9dad7bcb99518a4d3cbb5c373c'/>
<id>urn:sha1:2e73be99d8d86d9dad7bcb99518a4d3cbb5c373c</id>
<content type='text'>
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=df61dc4b2bd54a5a40c515493c76f5a458e5b541'/>
<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>A Whole New World (clang-format edition)</title>
<updated>2017-03-05T15:44:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T15:44:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5dbf1809c6e3e905b94b8764e99491e608122261'/>
<id>urn:sha1:5dbf1809c6e3e905b94b8764e99491e608122261</id>
<content type='text'>
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
</content>
</entry>
<entry>
<title>Type renames:</title>
<updated>2017-01-11T03:52:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-11T03:52:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bc26f905817945300d397696330d1ab04a1af33c'/>
<id>urn:sha1:bc26f905817945300d397696330d1ab04a1af33c</id>
<content type='text'>
	Matrix32 -&gt; Transform2D
	Matrix3 -&gt; Basis
	AABB -&gt; Rect3
	RawArray -&gt; PoolByteArray
	IntArray -&gt; PoolIntArray
	FloatArray -&gt; PoolFloatArray
	Vector2Array -&gt; PoolVector2Array
	Vector3Array -&gt; PoolVector3Array
	ColorArray -&gt; PoolColorArray
</content>
</entry>
<entry>
<title>ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.</title>
<updated>2017-01-03T02:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-03T02:03:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=118eed485e8f928a5a0dab530ae93211afa10525'/>
<id>urn:sha1:118eed485e8f928a5a0dab530ae93211afa10525</id>
<content type='text'>
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-01T21:03:33Z</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=c7bc44d5ad9aae4902280012f7654e2318cd910e'/>
<id>urn:sha1:c7bc44d5ad9aae4902280012f7654e2318cd910e</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!
</content>
</entry>
<entry>
<title>Add missing license headers in our source files (#5255)</title>
<updated>2016-06-18T12:46:12Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-18T12:46:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7fc04626af238bf9a80c4f3b569e1c5d70465c9'/>
<id>urn:sha1:a7fc04626af238bf9a80c4f3b569e1c5d70465c9</id>
<content type='text'>
Also removes a couple wrong Godot headers from third-party source files.</content>
</entry>
<entry>
<title>-Added configuration warning system for nodes</title>
<updated>2016-05-17T21:28:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-17T21:27:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c195c0df6b36debc870216dd42e49fbda70fa861'/>
<id>urn:sha1:c195c0df6b36debc870216dd42e49fbda70fa861</id>
<content type='text'>
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
</content>
</entry>
<entry>
<title>Ability to keep collisionshapes and collisionpolygons when running the game.</title>
<updated>2015-09-16T01:07:03Z</updated>
<author>
<name>reduz</name>
</author>
<published>2015-09-16T01:07:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2580ca01e6b73a54def5a8f6e61d19509d3278ee'/>
<id>urn:sha1:2580ca01e6b73a54def5a8f6e61d19509d3278ee</id>
<content type='text'>
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
</content>
</entry>
</feed>
