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<title>godot.git/scene/resources/texture.h, branch 2.0-beta</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.h?h=2.0-beta</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/resources/texture.h?h=2.0-beta'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-01-01T13:50:53Z</updated>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.</title>
<updated>2015-12-02T14:15:48Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-02T14:15:48Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4b1f0afb014cae7c9a84c8d7c0429f45f425214b'/>
<id>urn:sha1:4b1f0afb014cae7c9a84c8d7c0429f45f425214b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Ability to debug video memory usage</title>
<updated>2015-10-21T12:50:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-10-21T12:50:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b59c86f6f953ce6957bccbcc1ec6f3ce4c55572d'/>
<id>urn:sha1:b59c86f6f953ce6957bccbcc1ec6f3ce4c55572d</id>
<content type='text'>
-Small fix to xml saver (swapping &gt; and &lt;)
</content>
</entry>
<entry>
<title>forgot to add mirroredrepeat flag to flags file.  fixed.</title>
<updated>2015-06-25T22:41:12Z</updated>
<author>
<name>romulox_x</name>
</author>
<published>2015-06-25T22:41:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=acb5cdb5744711beefc7d353aa51cb1d6b148c6a'/>
<id>urn:sha1:acb5cdb5744711beefc7d353aa51cb1d6b148c6a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>added support for mirrored repeat texture wrapping</title>
<updated>2015-06-25T21:51:21Z</updated>
<author>
<name>romulox_x</name>
</author>
<published>2015-06-25T21:51:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=85e49d4e75eea3f32253704d41621b83409b7898'/>
<id>urn:sha1:85e49d4e75eea3f32253704d41621b83409b7898</id>
<content type='text'>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fdaa2920eb21fff3320a17e9239e04dfadecdb00'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a6f96f46b779a815b03974fece21728fe32e88d2'/>
<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>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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c5bf43f6eb8aa9815362b1f771396e68c7f26f0f'/>
<id>urn:sha1:c5bf43f6eb8aa9815362b1f771396e68c7f26f0f</id>
<content type='text'>
</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=af4a97bef9bfb06e2737ad709dde157688a94daf'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6f0b4678e26c04abfc88c0226c803e78a108de98'/>
<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>
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