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<title>godot.git/scene/resources/texture.cpp, branch 1.1-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/texture.cpp?h=1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/resources/texture.cpp?h=1.1-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2015-04-18T17:38:54Z</updated>
<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>small optimizations to isometric light demo</title>
<updated>2015-03-11T00:05:49Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-11T00:05:49Z</published>
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<id>urn:sha1:a6f96f46b779a815b03974fece21728fe32e88d2</id>
<content type='text'>
should work faster, and even faster if exported.. as textures have been
optimized.
</content>
</entry>
<entry>
<title>Merge branch 'master' of https://github.com/okamstudio/godot</title>
<updated>2015-02-11T11:15:49Z</updated>
<author>
<name>Carl Olsson</name>
</author>
<published>2015-02-11T11:15:49Z</published>
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<id>urn:sha1:573ae5dd926df0dbd63b787945ace0fa76f08976</id>
<content type='text'>
Conflicts:
	demos/2d/polygon_path_finder_demo/.fscache
</content>
</entry>
<entry>
<title>Working TileMap tile transpose transform.</title>
<updated>2015-02-02T11:27:48Z</updated>
<author>
<name>Carl Olsson</name>
</author>
<published>2015-02-02T11:27:48Z</published>
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<id>urn:sha1:c5bf43f6eb8aa9815362b1f771396e68c7f26f0f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fixes cubemap ressource editor bug</title>
<updated>2015-01-10T14:11:44Z</updated>
<author>
<name>yg2f</name>
</author>
<published>2015-01-10T14:11:44Z</published>
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<id>urn:sha1:5e3a4c13da5971b48ff8f0434165ea9da2084479</id>
<content type='text'>
this fixes the cubemap ressource editor bug described in issue #908.

some other littles fixes will be required to allow the Environment
ressource to create and load Cubemap Ressources more easily
</content>
</entry>
<entry>
<title>missing fils from yesterday comit.</title>
<updated>2014-10-03T11:58:41Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-03T11:58:41Z</published>
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<id>urn:sha1:af4a97bef9bfb06e2737ad709dde157688a94daf</id>
<content type='text'>
must have made some mistake with git,
not sure why they were not sent..
</content>
</entry>
<entry>
<title>More 3D Improvements</title>
<updated>2014-05-29T13:56:39Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-29T13:56:39Z</published>
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<id>urn:sha1:6f0b4678e26c04abfc88c0226c803e78a108de98</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
</content>
</entry>
<entry>
<title>Making Godot Easier to Use..</title>
<updated>2014-05-24T04:35:47Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-24T04:35:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1cad087969efefa401a11051343cd0689f660770'/>
<id>urn:sha1:1cad087969efefa401a11051343cd0689f660770</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
</content>
</entry>
<entry>
<title>-Added OpenSSL and HTTPS support</title>
<updated>2014-04-29T00:56:43Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-04-29T00:56:43Z</published>
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<id>urn:sha1:87f37bc5a305e6a68ef232be580350588e300fcc</id>
<content type='text'>
-Built-in version of the library for Windows, Android and iOS (other OSs use system one)
-Small fixes all around
</content>
</entry>
<entry>
<title>fix atlas texture algo</title>
<updated>2014-03-19T13:02:17Z</updated>
<author>
<name>sanikoyes</name>
</author>
<published>2014-03-19T13:02:17Z</published>
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<id>urn:sha1:61179e82c7078adab3a6d78ed47184f111db7d62</id>
<content type='text'>
</content>
</entry>
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