<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene/scene_string_names.cpp, branch fix/use-bin-name</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/scene/scene_string_names.cpp?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene/scene_string_names.cpp?h=fix%2Fuse-bin-name'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-09-30T14:19:07Z</updated>
<entry>
<title>Renamed fixed_process to physics_process</title>
<updated>2017-09-30T14:19:07Z</updated>
<author>
<name>AndreaCatania</name>
</author>
<published>2017-09-30T14:19:07Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4537977d6dd2a76580d9ab611a18634efab55c74'/>
<id>urn:sha1:4537977d6dd2a76580d9ab611a18634efab55c74</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixed some string names and animation playback options, closes #9446</title>
<updated>2017-08-07T01:51:56Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-08-07T01:51:56Z</published>
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<id>urn:sha1:7e4970214c92fec0e7262f36765764a81e28b2be</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Reworked translation system</title>
<updated>2017-06-28T20:01:35Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-06-28T20:00:18Z</published>
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<id>urn:sha1:db3b05d2893dcaddeb3bcb10b845ff150eb50895</id>
<content type='text'>
-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
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<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added ability to change A-star cost function</title>
<updated>2017-04-01T06:06:22Z</updated>
<author>
<name>Fabian Mathews</name>
</author>
<published>2017-03-25T09:44:41Z</published>
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<id>urn:sha1:b5414024179635f19a16d206d1f016e349dc3d66</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fixed ClassDB inconsistencies</title>
<updated>2017-03-13T20:17:31Z</updated>
<author>
<name>Karroffel</name>
</author>
<published>2017-03-13T15:45:27Z</published>
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<id>urn:sha1:6ab3213a557fac60d20b1e06db96a7f9e97d243a</id>
<content type='text'>
fixes #7960
</content>
</entry>
<entry>
<title>A Whole New World (clang-format edition)</title>
<updated>2017-03-05T15:44:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T15:44:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5dbf1809c6e3e905b94b8764e99491e608122261'/>
<id>urn:sha1:5dbf1809c6e3e905b94b8764e99491e608122261</id>
<content type='text'>
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
</content>
</entry>
<entry>
<title>Merge pull request #7889 from Hinsbart/fix_autoenable_input</title>
<updated>2017-02-26T19:51:53Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-02-26T19:51:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7a9b08f78557023249538e3b0c9cbbb32b567c26'/>
<id>urn:sha1:7a9b08f78557023249538e3b0c9cbbb32b567c26</id>
<content type='text'>
Fix auto-enable of _input processing when _input() method is set.</content>
</entry>
<entry>
<title>Fix auto-enable of _input processing when _input() method is set.</title>
<updated>2017-02-25T20:12:26Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-02-25T20:09:15Z</published>
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<id>urn:sha1:373e0099cf3bcee351c3a7b0052f896034d6f295</id>
<content type='text'>
Since f3f4a11c processing of callbacks such as `_process`, `_fixed_process`, etc will be
automatically enabled when the corresponding method is found in the script.
However, for _input() this wasn't working.
That's simply because `_input` wasn't initialized in `SceneStringNames` ^^
</content>
</entry>
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