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<title>godot.git/scene/3d/spatial.h, branch 2.0-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/spatial.h?h=2.0-stable</id>
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<updated>2016-01-01T13:50:53Z</updated>
<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>Added set_hidden method to Spatial and CanvasItem</title>
<updated>2015-11-26T21:44:06Z</updated>
<author>
<name>romulox_x</name>
</author>
<published>2015-11-26T21:44:06Z</published>
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<id>urn:sha1:0b4830f3bebaaec75cecf48253068d35bb344859</id>
<content type='text'>
</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>
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<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>
<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>gui in 3D demo now uses area for input</title>
<updated>2015-03-22T14:52:07Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T14:52:07Z</published>
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<id>urn:sha1:78694d85425b35d2c6c0e0a4b0ef3e57375553c6</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>SceneMainLoop -&gt; SceneTree</title>
<updated>2014-11-06T00:20:42Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-06T00:20:42Z</published>
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<id>urn:sha1:0dbedd18fc62f700e92a4cf581e505d849bc47ad</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
</content>
</entry>
<entry>
<title>Fixing Issues...</title>
<updated>2014-09-19T21:39:50Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-09-19T21:39:50Z</published>
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<id>urn:sha1:549d344f0fef5e5748ded69b6a037698ff55f8bc</id>
<content type='text'>
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
</content>
</entry>
<entry>
<title>Little Bits</title>
<updated>2014-08-14T13:31:38Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-08-14T13:31:38Z</published>
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<id>urn:sha1:2ee4ac183babedd679e901b0158f5268556deceb</id>
<content type='text'>
-=-=-=-=-=-

-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
</content>
</entry>
<entry>
<title>Import 3D Scene Improvements</title>
<updated>2014-06-19T05:23:03Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-19T05:23:03Z</published>
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<id>urn:sha1:e086bccd63e64b8d3bd2b6b5ce000ef8abd71584</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-If re-importing from the "dependency changed" dialog, edited scene will keep the local changes.
-Imported scene will keep track of changes in the source asset
-Geometry changes in source geometry or nodes with a different transform will be updated.
-Materials will be kept if changed locally.
-New nodes added will be kept
-If nodes were reparented or renamed, they will still keep track
-Deleted notes will be restored, use the -noimp option to avoid this.
-In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import.
-Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh.

Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time.

So Please test!!
</content>
</entry>
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