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<title>godot.git/scene/3d/ray_cast.cpp, branch 3.0.1-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/ray_cast.cpp?h=3.0.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/3d/ray_cast.cpp?h=3.0.1-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-01-12T11:31:02Z</updated>
<entry>
<title>Reset collider on ray node</title>
<updated>2018-01-12T11:31:02Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2018-01-12T11:31:02Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=207af6c4f9b8204b0832ce95570fd1d757953034'/>
<id>urn:sha1:207af6c4f9b8204b0832ce95570fd1d757953034</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e4213e66b2dd8f5a87d8cf5015ac83ba3143279d'/>
<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
</content>
</entry>
<entry>
<title>Update copyright statements to 2018</title>
<updated>2018-01-01T13:40:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-01T13:40:08Z</published>
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<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Ported 'Exclude Parent' from Raycast2D to Raycast</title>
<updated>2017-11-30T19:01:19Z</updated>
<author>
<name>Marco Masselli</name>
</author>
<published>2017-11-30T03:26:13Z</published>
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<id>urn:sha1:4bd4d13570b0a6877f901c31619fdff4689fd070</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Removed type_mask and fixed some variable name</title>
<updated>2017-11-21T21:56:40Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2017-11-21T21:56:40Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d6e413bb9cb91255014cddacdba1591e14df56dd'/>
<id>urn:sha1:d6e413bb9cb91255014cddacdba1591e14df56dd</id>
<content type='text'>
</content>
</entry>
<entry>
<title>missing set/get_collision_mask_bit() for RayCast</title>
<updated>2017-10-23T12:31:58Z</updated>
<author>
<name>Jakub Grzesik</name>
</author>
<published>2017-10-23T12:31:18Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8f054d519fe4c7b503922bfcd6d2770c2a83ff01'/>
<id>urn:sha1:8f054d519fe4c7b503922bfcd6d2770c2a83ff01</id>
<content type='text'>
in the same fastion how it's implemented in Area or Bodies
</content>
</entry>
<entry>
<title>Rename RayCasts collision_layer to collision_mask</title>
<updated>2017-10-21T20:17:47Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-10-21T20:17:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7b12ae39f280e9168e314cba08107cce6b99c4ff'/>
<id>urn:sha1:7b12ae39f280e9168e314cba08107cce6b99c4ff</id>
<content type='text'>
The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.

Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.

Fixes #7589, where it's also discussed.
</content>
</entry>
<entry>
<title>Renamed fixed_process to physics_process</title>
<updated>2017-09-30T14:19:07Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2017-09-30T14:19:07Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4537977d6dd2a76580d9ab611a18634efab55c74'/>
<id>urn:sha1:4537977d6dd2a76580d9ab611a18634efab55c74</id>
<content type='text'>
</content>
</entry>
<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>Convert Object::cast_to() to the static version</title>
<updated>2017-08-24T21:08:24Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-08-24T20:58:51Z</published>
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<id>urn:sha1:cacced7e507f7603bacc03ae2616e58f0ede122a</id>
<content type='text'>
Currently we rely on some undefined behavior when Object-&gt;cast_to() gets
called with a Null pointer. This used to work fine with GCC &lt; 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
</content>
</entry>
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