<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/scene, branch 3.0.2-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?h=3.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/scene?h=3.0.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-03-03T13:19:57Z</updated>
<entry>
<title>Viewport: Fix missing tooltips w/ disabled physics object picking</title>
<updated>2018-03-03T13:19:57Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-03-01T13:44:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c0132f30c454cac63ea7e92c25955e727d4c8857'/>
<id>urn:sha1:c0132f30c454cac63ea7e92c25955e727d4c8857</id>
<content type='text'>
Previously this option seemed to be the sole responsible for enabling
physics processing in Viewport, while several other features like
tooltips and debugging collision hints rely on it.

All this logic is moved to internal processing (it's incorrect to let
it be affected by users disabling physics/idle processing), and disabling
physics object picking no longer affects the internal physics processing.

Fixes #17001.

(cherry picked from commit ce7da2c7d66221335519ed124191c018adec7ecb)
</content>
</entry>
<entry>
<title>Fix more regressions in RichTextLabel from PR 15711</title>
<updated>2018-03-03T00:47:52Z</updated>
<author>
<name>Bernhard Liebl</name>
</author>
<published>2018-03-02T18:19:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f967334f53d54f02266369e31e2360539a8a7a4b'/>
<id>urn:sha1:f967334f53d54f02266369e31e2360539a8a7a4b</id>
<content type='text'>
(cherry picked from commit 0e1e95c41f02acd5ed5c347ff63d0e38185525ad)
</content>
</entry>
<entry>
<title>Fix serialization of identifiers with non printable ASCII characters</title>
<updated>2018-03-02T13:54:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-03-02T11:53:24Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=262c97098d6bca3067a396b666862db1a893a035'/>
<id>urn:sha1:262c97098d6bca3067a396b666862db1a893a035</id>
<content type='text'>
Fixes #6888.

(cherry picked from commit ab001d830b3822cbde4d987f7f49bb77e2edc2a0)
</content>
</entry>
<entry>
<title>Don't crash when trying to add an invalid navmesh</title>
<updated>2018-03-02T11:06:46Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-03-02T08:37:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=cee20e24bda772ddf5daad1e42ba689f4eb94366'/>
<id>urn:sha1:cee20e24bda772ddf5daad1e42ba689f4eb94366</id>
<content type='text'>
It is possible to try to add an invalid object as a navmesh through
GDScript which results in an engine crash. This creates a debug message
that should help the user figure out what's wrong.

(cherry picked from commit 555eebf3f4845c8138c24ded96fcb3fa5c67787a)
</content>
</entry>
<entry>
<title>Fix various valgrind reported uninitialized variable uses</title>
<updated>2018-03-01T20:06:31Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-02-28T20:55:13Z</published>
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<id>urn:sha1:675899a521422a97835660b5a7b09dad851884d0</id>
<content type='text'>
(cherry picked from commit d702d7b335c0c9305e75131770c0ea739b70d813)
</content>
</entry>
<entry>
<title>Fix regression through fa98637acaab9135568bf0d43a65c9c96b59c32d</title>
<updated>2018-03-01T18:19:29Z</updated>
<author>
<name>poke1024</name>
</author>
<published>2018-03-01T17:03:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c800653c6f4a4d8643ef8f0198a628e793e27eed'/>
<id>urn:sha1:c800653c6f4a4d8643ef8f0198a628e793e27eed</id>
<content type='text'>
(cherry picked from commit 89f607604e82bdce974a45029666c10586c6fe2a)
</content>
</entry>
<entry>
<title>Fix visibility of gizmos on scene load</title>
<updated>2018-02-26T23:02:01Z</updated>
<author>
<name>JFonS</name>
</author>
<published>2018-02-24T11:05:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=69274ef368aef0ef2da2e1a55adb63846f158e4b'/>
<id>urn:sha1:69274ef368aef0ef2da2e1a55adb63846f158e4b</id>
<content type='text'>
(cherry picked from commit 99d740c46ed69f53a9ce55e38436f156cec3b69d)
</content>
</entry>
<entry>
<title>Fixes collisions shape selection</title>
<updated>2018-02-24T09:53:10Z</updated>
<author>
<name>Gilles Roudiere</name>
</author>
<published>2018-02-22T19:46:53Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=34591f94515f3ced1448686b729c2ed8cccebd1d'/>
<id>urn:sha1:34591f94515f3ced1448686b729c2ed8cccebd1d</id>
<content type='text'>
(cherry picked from commit c250a9a9f9e3af665daf89c0cbbdaa4cea2a6a83)
</content>
</entry>
<entry>
<title>Refactor version macros and fix related bugs</title>
<updated>2018-02-24T00:34:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-23T18:48:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d79a7a27735fde30a843bbd931a663ffaa5884c9'/>
<id>urn:sha1:d79a7a27735fde30a843bbd931a663ffaa5884c9</id>
<content type='text'>
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.

(cherry picked from commit 23ebae01dc7e3df9c842ca7d017f7b233837721d)
</content>
</entry>
<entry>
<title>Fix quotation in string</title>
<updated>2018-02-22T12:23:44Z</updated>
<author>
<name>Rado'sPC\aRaGaR</name>
</author>
<published>2018-02-12T21:01:36Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3d804778fdc39775a74ab6d3edde09a81a3c6d78'/>
<id>urn:sha1:3d804778fdc39775a74ab6d3edde09a81a3c6d78</id>
<content type='text'>
fix for #16404

(cherry picked from commit f38e819fc1114858c2b5f46b435d2d4c99c7852f)
</content>
</entry>
</feed>
