<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene/gui/button.h, branch 3.0.4-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/gui/button.h?h=3.0.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/gui/button.h?h=3.0.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-01-05T00:22:23Z</updated>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b50a9114b105dafafdda8248a38653bca314a6f3'/>
<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Show Options Dialog for NodePath and File in clicked button position.</title>
<updated>2017-12-23T21:15:48Z</updated>
<author>
<name>Daniel J. Ramirez</name>
</author>
<published>2017-12-23T20:54:45Z</published>
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<id>urn:sha1:07fd5456c8bffbdfec01c26c698dbf207d6ba0a7</id>
<content type='text'>
Auto select newly created nodes.
</content>
</entry>
<entry>
<title>Fix CheckButton minimum size</title>
<updated>2017-12-11T05:52:32Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2017-12-11T05:03:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3c04d7798c7d7e510f8dadf5b305b534c0bce452'/>
<id>urn:sha1:3c04d7798c7d7e510f8dadf5b305b534c0bce452</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>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>Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!</title>
<updated>2017-01-10T04:07:03Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-10T04:04:31Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a503f8aadcb8cbc85bde589fb25ea06e599b367b'/>
<id>urn:sha1:a503f8aadcb8cbc85bde589fb25ea06e599b367b</id>
<content type='text'>
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
</content>
</entry>
<entry>
<title>-Translation text will change automatically for in-game buttons, labels, poups when translation is changed.</title>
<updated>2017-01-09T19:43:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-09T19:43:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1f8451001d69df708ef788b8730cf13a11a75065'/>
<id>urn:sha1:1f8451001d69df708ef788b8730cf13a11a75065</id>
<content type='text'>
-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
</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>
</feed>
