<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene/main, branch 3.0.3-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?h=3.0.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/main?h=3.0.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-05-13T19:56:56Z</updated>
<entry>
<title>Fix double free for drag preview control in viewport</title>
<updated>2018-05-13T19:56:56Z</updated>
<author>
<name>Geequlim</name>
</author>
<published>2018-05-08T05:52:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0c030d6e0850e8ee185ec57b7e24e3552678c9d2'/>
<id>urn:sha1:0c030d6e0850e8ee185ec57b7e24e3552678c9d2</id>
<content type='text'>
(cherry picked from commit 56c2463f8c1240fcf2376b7979991cbce3a3f1d3)
</content>
</entry>
<entry>
<title>Merge pull request #18082 from RandomShaper/improve-gui-touch-3.0</title>
<updated>2018-05-13T19:30:37Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-05-13T19:30:37Z</published>
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<id>urn:sha1:5917063192ae63cb80096102f2f357dfb750451b</id>
<content type='text'>
Implement universal translation of touch to mouse (3.0)</content>
</entry>
<entry>
<title>Implement universal translation of touch to mouse</title>
<updated>2018-04-30T17:04:35Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2018-02-24T02:04:30Z</published>
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<id>urn:sha1:e10a2e5999bb646b0145f898328e8f01731ca854</id>
<content type='text'>
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.
</content>
</entry>
<entry>
<title>Hand-merge API hash fixes #18514</title>
<updated>2018-04-29T18:44:48Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-04-29T18:44:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3ee4d6af2e7a784c5dfc7d65daf0cef5e72e9d78'/>
<id>urn:sha1:3ee4d6af2e7a784c5dfc7d65daf0cef5e72e9d78</id>
<content type='text'>
This hasn't made it into master yet but is important for mono support.
If this turns out to be the wrong call we'll revert and merge whatever
next version of this becomes available.
</content>
</entry>
<entry>
<title>Fix oversampled font artifacts after resize</title>
<updated>2018-04-28T15:42:57Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-03-19T13:44:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=56395b03e10a9f5afc4023f0c1c669d89e6a649f'/>
<id>urn:sha1:56395b03e10a9f5afc4023f0c1c669d89e6a649f</id>
<content type='text'>
Font update after resize relies on the viewport size which was updated
after the font was already refreshed, which resulted in artifacts when
it was rendered into the actual/new viewport size.

Fixes #15173.

(cherry picked from commit 47747718d63c1e5d3949fa4793752b579434bc3e)
</content>
</entry>
<entry>
<title>FIX Windows enter/exit mouse notifications</title>
<updated>2018-04-14T18:25:57Z</updated>
<author>
<name>Ranoller</name>
</author>
<published>2018-03-03T02:42:38Z</published>
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<id>urn:sha1:aaed3ef5edf605136f5554159f38ffa04b9e4998</id>
<content type='text'>
Fix to this issue #17202

(cherry picked from commit 979dccbd8dd6499474c1299b511f094d2221ed1e)
</content>
</entry>
<entry>
<title>Made print_tree_pretty() function which displays scene tree graphically</title>
<updated>2018-04-14T17:56:55Z</updated>
<author>
<name>Geoffrey</name>
</author>
<published>2018-02-28T09:12:06Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5d7b7f798af6a675149bf41939c9bb4c3c14d741'/>
<id>urn:sha1:5d7b7f798af6a675149bf41939c9bb4c3c14d741</id>
<content type='text'>
(cherry picked from commit 8362ce4769b65f47c0d5d5a11d262a28a144e526)
</content>
</entry>
<entry>
<title>Viewport: Fix missing tooltips w/ disabled physics object picking</title>
<updated>2018-03-03T13:19:57Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-03-01T13:44:45Z</published>
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<id>urn:sha1:c0132f30c454cac63ea7e92c25955e727d4c8857</id>
<content type='text'>
Previously this option seemed to be the sole responsible for enabling
physics processing in Viewport, while several other features like
tooltips and debugging collision hints rely on it.

All this logic is moved to internal processing (it's incorrect to let
it be affected by users disabling physics/idle processing), and disabling
physics object picking no longer affects the internal physics processing.

Fixes #17001.

(cherry picked from commit ce7da2c7d66221335519ed124191c018adec7ecb)
</content>
</entry>
<entry>
<title>Fix various valgrind reported uninitialized variable uses</title>
<updated>2018-03-01T20:06:31Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-02-28T20:55:13Z</published>
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<id>urn:sha1:675899a521422a97835660b5a7b09dad851884d0</id>
<content type='text'>
(cherry picked from commit d702d7b335c0c9305e75131770c0ea739b70d813)
</content>
</entry>
<entry>
<title>Refactor version macros and fix related bugs</title>
<updated>2018-02-24T00:34:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-23T18:48:49Z</published>
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<id>urn:sha1:d79a7a27735fde30a843bbd931a663ffaa5884c9</id>
<content type='text'>
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.

(cherry picked from commit 23ebae01dc7e3df9c842ca7d017f7b233837721d)
</content>
</entry>
</feed>
