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<title>godot.git/scene/main/scene_main_loop.cpp, branch 2.0.2-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/main/scene_main_loop.cpp?h=2.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/main/scene_main_loop.cpp?h=2.0.2-stable'/>
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<updated>2016-04-02T20:03:48Z</updated>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-04-02T20:03:48Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
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<id>urn:sha1:424a1046664eb1dc8138ccb886ba1c1967c3caa4</id>
<content type='text'>
(cherry picked from commit 4a4f2479146aa33e235ed57cde311efda68d3c8f)
</content>
</entry>
<entry>
<title>-Moved all the "root" input handling for GUI from individual Controls to Viewport.</title>
<updated>2016-01-17T01:41:10Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-17T01:41:10Z</published>
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<id>urn:sha1:72fcb8a35beab251d01864bc67da3e3a8e75aed6</id>
<content type='text'>
-Should fix several reported bugs when controls don't have a common parent

This may have added new bugs, so please report if so!
</content>
</entry>
<entry>
<title>Fix is_node_being_edited() when not building tools</title>
<updated>2016-01-05T15:02:59Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-01-05T15:02:59Z</published>
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<id>urn:sha1:e0b91c701c313aebc58d6ff0e159f2127f54526b</id>
<content type='text'>
Fixes #3213.
Superseded #3242.</content>
</entry>
<entry>
<title>Properly clear/restore current camera when switching scenes. Fixes #2137</title>
<updated>2016-01-02T20:18:45Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-02T20:18:45Z</published>
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<id>urn:sha1:2db78e8f87fc208711bf8625fcb679723ce46fb7</id>
<content type='text'>
</content>
</entry>
<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>Add missing argument names in GDScript bindings</title>
<updated>2015-12-28T01:13:05Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-12-28T01:13:05Z</published>
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<id>urn:sha1:d4993b74fc715d294ca0a77b335db3782d4bdcd6</id>
<content type='text'>
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
</content>
</entry>
<entry>
<title>Ability to visually debug geometry visually:</title>
<updated>2015-09-20T16:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-20T16:03:46Z</published>
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<id>urn:sha1:83d9a692be648668b5b363f2424c619e15639843</id>
<content type='text'>
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
</content>
</entry>
<entry>
<title>begin work on debugging collisions....</title>
<updated>2015-09-19T02:10:58Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-19T02:10:58Z</published>
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<id>urn:sha1:3f9e5afe68df1e3b4bcf34a21468ed55a57a7973</id>
<content type='text'>
</content>
</entry>
<entry>
<title>live debug fixes</title>
<updated>2015-08-02T23:28:10Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-08-02T23:28:10Z</published>
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<id>urn:sha1:cbee679bd78c1b3317db1ea4e349f278576304a1</id>
<content type='text'>
removing node in live debugging fixed
</content>
</entry>
<entry>
<title>Live edit WORK IN PROGRESS</title>
<updated>2015-08-02T15:30:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-08-02T15:29:37Z</published>
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<id>urn:sha1:59961c99144523d7cc2881a4abe6d0a319a975df</id>
<content type='text'>
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
</content>
</entry>
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