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<title>godot.git/scene/resources/world_2d.cpp, branch 2.1.2-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/resources/world_2d.cpp?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/resources/world_2d.cpp?h=2.1.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-01-12T18:15:30Z</updated>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Expose more 2D/3D physics options in project settings</title>
<updated>2016-10-09T15:33:47Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2016-10-03T01:42:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=359b5f3b258ffaf7825c73509436fc17de3a2f72'/>
<id>urn:sha1:359b5f3b258ffaf7825c73509436fc17de3a2f72</id>
<content type='text'>
(cherry picked from commit 1d09c27ba4b94e677b66d8d2c2b9e38f7829ad38)
</content>
</entry>
<entry>
<title>World2D: Fix typo in default_density deprecation check</title>
<updated>2016-07-28T17:03:32Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-07-28T17:03:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=08ba6086be75aac58748417808fed5462608f498'/>
<id>urn:sha1:08ba6086be75aac58748417808fed5462608f498</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Some optimizations and limits for extreme zoom in and out in editor, fixes #5820</title>
<updated>2016-07-21T13:11:53Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-07-21T13:06:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=124e3591a5b17e0fd4e50540dd909bed94792f32'/>
<id>urn:sha1:124e3591a5b17e0fd4e50540dd909bed94792f32</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Physics2D: Rename default_density to default_linear_damp</title>
<updated>2016-06-04T12:05:53Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-04T12:05:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a068152ba08cde6933db6862b9b440d3b5cc00a5'/>
<id>urn:sha1:a068152ba08cde6933db6862b9b440d3b5cc00a5</id>
<content type='text'>
Also adds a proper deprecating warning and tries to do some porting automatically.
Supersedes #4109.
</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>
<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>Set World2D default angular damp per global `physics_2d/default_angular_damp`</title>
<updated>2015-10-28T17:21:45Z</updated>
<author>
<name>eska</name>
</author>
<published>2015-10-28T17:21:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=06e0eba4021975824fc7f3230461b7274886f61e'/>
<id>urn:sha1:06e0eba4021975824fc7f3230461b7274886f61e</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>fixes/cleans up</title>
<updated>2015-03-22T12:40:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T12:40:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=dac2017dee8a58c85b8b3218a779260d3b5f4072'/>
<id>urn:sha1:dac2017dee8a58c85b8b3218a779260d3b5f4072</id>
<content type='text'>
-input now correctly works when using viewport scaling
-added function to get areas/bodies in given point
-added function to get space state directly from world
</content>
</entry>
<entry>
<title>Changes to 2D physics engine</title>
<updated>2015-01-05T21:37:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-05T21:37:12Z</published>
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<id>urn:sha1:b51f64571151cad5da8e5ed20ef52a8b0ffc3534</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody

Test well and iron out bugs, when it works the same will be moved to 3D
</content>
</entry>
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