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<title>godot.git/servers/physics/body_sw.cpp, branch 2.1.4-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/servers/physics/body_sw.cpp?h=2.1.4-stable</id>
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<updated>2017-08-27T12:11:45Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:11:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:45Z</published>
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<id>urn:sha1:9d598833d2e284b57458ade9d27b9433588339ef</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix multiple issues with 2D &amp; 3D physics</title>
<updated>2017-06-19T10:02:50Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-05-30T16:56:43Z</published>
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<id>urn:sha1:3e5e8b6c9e9bb3ead3f127ff2d656a18c974a2a3</id>
<content type='text'>
- Use `NOTIFICATION_ENTER`/`EXIT_WORLD` for `Area` (intead of `*_TREE`).
- Now both bodies' and areas' constraints are cleaned up.
- And now also that happens as soon as the space is set to null (i.e., when exiting the tree) instead of only at freeing time.
- When clearing constraints, the loop goes on to the next if the current is already released, instead of breaking.
- When one has been already released, no error is shown from now on, as it's something expected, since a pair (our kind of constraint of interest) can be freed by any of its involved collision objects and the other will try again.
- Implement index shifting (or marking as -1) for shapes indices in collision pairs shapes are removed.
- Standarize behavior of bodies and areas so that anything that invalidates a given pair gives the same result (collision mask, actual collision, etc); for instance, triggering area enter/exit signals.
- Add missing member initializations.
- Extend the new-space-equals-area/body-current-space test to every case.
- Fix 3D ray-casts early accepting Areas (skipping the mask check).
- Fix unpairing of large elements (2D's `BroadPhase2DHashGrid`).

Some of these prevent random crashes caused by constraints with dangling pointers to involved objects.
Fixes #8856.
Fixes #7589.
Fixes #6676.
And maybe others.
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
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<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f8db8a3faa30b71dca33ced38be16d3f93f43e8a'/>
<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<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>
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<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>skip the first integration in physics bodies, fixes #2213</title>
<updated>2016-01-02T16:28:18Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-02T16:28:18Z</published>
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<id>urn:sha1:27c47e09a183359706ef2497da9278b46f9190b6</id>
<content type='text'>
</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>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>New and corrected are override modes.</title>
<updated>2015-12-14T01:56:49Z</updated>
<author>
<name>Ovnuniarchos</name>
</author>
<published>2015-12-14T01:56:11Z</published>
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<id>urn:sha1:89efebbf561fa19d29533acdd3716f8d1385595a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Areas now calculate their dampenings the same way as their gravity.</title>
<updated>2015-12-08T17:45:14Z</updated>
<author>
<name>Ovnuniarchos</name>
</author>
<published>2015-12-08T17:44:29Z</published>
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<id>urn:sha1:43b2c9c7a43ef7cb2830698917cc0555de30947c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added gravity scale, and linear/angular damp override to 3D physics.</title>
<updated>2015-08-30T21:57:17Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-08-30T21:57:17Z</published>
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