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<title>godot.git/scene/resources/mesh.cpp, 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/resources/mesh.cpp?h=3.0.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/resources/mesh.cpp?h=3.0.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-04-28T18:16:22Z</updated>
<entry>
<title>Mesh: fix crash when creating mesh outline from QuadMesh</title>
<updated>2018-04-28T18:16:22Z</updated>
<author>
<name>Poommetee Ketson</name>
</author>
<published>2018-04-01T15:06:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c5dfe6824c6faf91121cfec14ca960c61c53259e'/>
<id>urn:sha1:c5dfe6824c6faf91121cfec14ca960c61c53259e</id>
<content type='text'>
Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.

This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.

(cherry picked from commit a492d229529018f0277f75aa7b99661b5dd40420)
</content>
</entry>
<entry>
<title>Expose 'lightmap_unwrap' method to the scripting engine.</title>
<updated>2018-02-19T19:57:40Z</updated>
<author>
<name>Saracen</name>
</author>
<published>2018-01-17T03:39:06Z</published>
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<id>urn:sha1:50674dbe154d9284ba11c47013c41c65fb0b4821</id>
<content type='text'>
(cherry picked from commit e3fdacdf90477da67a06681cf101255374cc070c)
</content>
</entry>
<entry>
<title>Bind many more properties to scripts</title>
<updated>2018-01-11T22:58:14Z</updated>
<author>
<name>Bojidar Marinov</name>
</author>
<published>2018-01-11T22:35:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9b8e8b2220b4e2bac3310262d3d1cd7a8eb3b0a5'/>
<id>urn:sha1:9b8e8b2220b4e2bac3310262d3d1cd7a8eb3b0a5</id>
<content type='text'>
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
</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>
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<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>Fixes how transform is applied to geometry in UV unwrap</title>
<updated>2017-12-17T15:04:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-12-17T15:04:35Z</published>
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<id>urn:sha1:fa8a1fc4201dc4c16b5eef844dde17c5bba92dc8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Add lightmapper</title>
<updated>2017-12-14T12:01:27Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-12-14T11:59:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f3ad14224e27f2a25196575e3c43ebc792c90894'/>
<id>urn:sha1:f3ad14224e27f2a25196575e3c43ebc792c90894</id>
<content type='text'>
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
</content>
</entry>
<entry>
<title>Fix build in ArrayMesh</title>
<updated>2017-12-09T18:37:16Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-12-09T18:36:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=75d0aeb0e9250db729ddba56570386f7c10084af'/>
<id>urn:sha1:75d0aeb0e9250db729ddba56570386f7c10084af</id>
<content type='text'>
Bug introduced in 65fb961b8b2c81ce33c9e0e4c0add7b13da0193a.
</content>
</entry>
<entry>
<title>-Ability to and unwrap lightmap coordinates on import</title>
<updated>2017-12-09T17:18:14Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-12-09T17:11:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=65fb961b8b2c81ce33c9e0e4c0add7b13da0193a'/>
<id>urn:sha1:65fb961b8b2c81ce33c9e0e4c0add7b13da0193a</id>
<content type='text'>
-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
</content>
</entry>
<entry>
<title>Fixed mesh importing when multiple materials are present</title>
<updated>2017-11-18T00:50:19Z</updated>
<author>
<name>Daniel J. Ramirez</name>
</author>
<published>2017-11-17T22:47:11Z</published>
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<id>urn:sha1:62eda56e67e2a0df6338f6b44ba43d71bb7a339a</id>
<content type='text'>
</content>
</entry>
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