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<title>godot.git/servers/physics/joints/pin_joint_sw.cpp, branch master</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/joints/pin_joint_sw.cpp?h=master</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics/joints/pin_joint_sw.cpp?h=master'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:16:55Z</updated>
<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>Improve documentation of thirdparty code snippets</title>
<updated>2017-05-07T09:42:37Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-05-06T21:38:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c8aea60324e3e219945a805f871363c10292f38b'/>
<id>urn:sha1:c8aea60324e3e219945a805f871363c10292f38b</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>Use real_t as floating point type in physics code.</title>
<updated>2017-02-13T23:42:02Z</updated>
<author>
<name>Ferenc Arn</name>
</author>
<published>2017-02-13T23:25:05Z</published>
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<id>urn:sha1:eae94ba1c87718c95768f90cda95cf665c77a362</id>
<content type='text'>
This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528. Covers physics, physics/joints and physics_2d code.

Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
</content>
</entry>
<entry>
<title>Style: Fix whole-line commented code</title>
<updated>2017-01-14T13:52:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-14T11:26:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=93ab45b6b5c4f8e0619e963156c983009d399a9d'/>
<id>urn:sha1:93ab45b6b5c4f8e0619e963156c983009d399a9d</id>
<content type='text'>
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
</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>Add missing license headers in our source files (#5255)</title>
<updated>2016-06-18T12:46:12Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-18T12:46:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7fc04626af238bf9a80c4f3b569e1c5d70465c9'/>
<id>urn:sha1:a7fc04626af238bf9a80c4f3b569e1c5d70465c9</id>
<content type='text'>
Also removes a couple wrong Godot headers from third-party source files.</content>
</entry>
<entry>
<title>3D Physics Rework, Other Stuff</title>
<updated>2014-09-15T14:33:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-09-15T14:33:30Z</published>
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<id>urn:sha1:8cab401d08f8e25aa9b2dc710204785858ff3dbb</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
</content>
</entry>
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