<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene/3d/proximity_group.cpp, branch feature/gio-open</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/proximity_group.cpp?h=feature%2Fgio-open</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/3d/proximity_group.cpp?h=feature%2Fgio-open'/>
<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>Synchronize parameter names in definition and declaration</title>
<updated>2017-08-16T15:22:23Z</updated>
<author>
<name>TwistedTwigleg</name>
</author>
<published>2017-08-11T19:10:05Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=00f6c859282bb4dab3f6b4f6c20c44222221ebe9'/>
<id>urn:sha1:00f6c859282bb4dab3f6b4f6c20c44222221ebe9</id>
<content type='text'>
Fixes #10244.
</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>Rename the _MD macro to D_METHOD</title>
<updated>2017-02-13T11:50:02Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-02-13T11:47:24Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=411ee71b4d2dd4dfb3c137b057e0cfcdb55d6291'/>
<id>urn:sha1:411ee71b4d2dd4dfb3c137b057e0cfcdb55d6291</id>
<content type='text'>
This new name also makes its purpose a little clearer

This is a step towards fixing #56
</content>
</entry>
<entry>
<title>Remove use of _SCS from ADD_METHOD</title>
<updated>2017-02-13T09:37:47Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-02-12T00:11:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0f687f0ccbd7533a54dec38ca8dc5acd9a60e64a'/>
<id>urn:sha1:0f687f0ccbd7533a54dec38ca8dc5acd9a60e64a</id>
<content type='text'>
This saves typing and is a step towards fixing #56
</content>
</entry>
<entry>
<title>Renamed call_group to call_group_flags, made call_group without flags the default</title>
<updated>2017-01-14T13:03:53Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-14T13:03:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d093cc8bf86c048b90ac47183d7bf45d15f36e43'/>
<id>urn:sha1:d093cc8bf86c048b90ac47183d7bf45d15f36e43</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED</title>
<updated>2017-01-12T23:35:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-12T23:35:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a2903fc51d1d20eba4dc451bdacbe477d6670163'/>
<id>urn:sha1:a2903fc51d1d20eba4dc451bdacbe477d6670163</id>
<content type='text'>
</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>
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<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>
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