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<title>godot.git/servers/physics/collision_object_sw.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/servers/physics/collision_object_sw.cpp?h=fix%2Fuse-bin-name</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics/collision_object_sw.cpp?h=fix%2Fuse-bin-name'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-09-03T17:54:15Z</updated>
<entry>
<title>-Added an optimization so physics shapes are configured later, speeds up grid map loading and editing</title>
<updated>2017-09-03T17:54:15Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-09-03T17:53:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=adde89e8b1c66b4f4814c3b47a5d347ff576428b'/>
<id>urn:sha1:adde89e8b1c66b4f4814c3b47a5d347ff576428b</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>
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<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Refactor layer_mask to collision_layer</title>
<updated>2017-06-14T03:58:34Z</updated>
<author>
<name>Poommetee Ketson</name>
</author>
<published>2017-06-13T15:45:01Z</published>
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<id>urn:sha1:6c44fff5088d445d60ccd7109c8b5163a0764a7c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>renamed all Rect3.pos to Rect3.position</title>
<updated>2017-06-09T13:54:02Z</updated>
<author>
<name>alexholly</name>
</author>
<published>2017-06-06T18:33:51Z</published>
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<id>urn:sha1:935f730170d75955f708b5014da3e11c95fcdac4</id>
<content type='text'>
</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>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>Type renames:</title>
<updated>2017-01-11T03:52:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-11T03:52:51Z</published>
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<id>urn:sha1:bc26f905817945300d397696330d1ab04a1af33c</id>
<content type='text'>
	Matrix32 -&gt; Transform2D
	Matrix3 -&gt; Basis
	AABB -&gt; Rect3
	RawArray -&gt; PoolByteArray
	IntArray -&gt; PoolIntArray
	FloatArray -&gt; PoolFloatArray
	Vector2Array -&gt; PoolVector2Array
	Vector3Array -&gt; PoolVector3Array
	ColorArray -&gt; PoolColorArray
</content>
</entry>
<entry>
<title>Fixed inertia tensor computation and center of mass</title>
<updated>2017-01-09T00:13:54Z</updated>
<author>
<name>m4nu3lf</name>
</author>
<published>2016-12-31T14:39:25Z</published>
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<id>urn:sha1:2e38b32e0f261445c2d0b095c1822fbe6df16e25</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-01T21:03:33Z</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=c7bc44d5ad9aae4902280012f7654e2318cd910e'/>
<id>urn:sha1:c7bc44d5ad9aae4902280012f7654e2318cd910e</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!
</content>
</entry>
<entry>
<title>Port collision and layer masks to 3D, fixes #1759</title>
<updated>2016-04-09T19:11:12Z</updated>
<author>
<name>Bojidar Marinov</name>
</author>
<published>2016-04-09T18:54:09Z</published>
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<id>urn:sha1:f7c3d6329cdc9c21c205f1522813090313a422d2</id>
<content type='text'>
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
</content>
</entry>
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