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<title>godot.git/servers/physics/space_sw.cpp, branch 2.1.2-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/servers/physics/space_sw.cpp?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics/space_sw.cpp?h=2.1.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-01-12T18:15:30Z</updated>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<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>Expose more 2D/3D physics options in project settings</title>
<updated>2016-10-09T15:33:47Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2016-10-03T01:42:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=359b5f3b258ffaf7825c73509436fc17de3a2f72'/>
<id>urn:sha1:359b5f3b258ffaf7825c73509436fc17de3a2f72</id>
<content type='text'>
(cherry picked from commit 1d09c27ba4b94e677b66d8d2c2b9e38f7829ad38)
</content>
</entry>
<entry>
<title>Remove unused variables (fourth pass) + dead code</title>
<updated>2016-07-08T14:47:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-07-07T22:32:28Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f40f360a2c4ca8e6f2a651dbcca3ae82e2abe7a1'/>
<id>urn:sha1:f40f360a2c4ca8e6f2a651dbcca3ae82e2abe7a1</id>
<content type='text'>
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
</content>
</entry>
<entry>
<title>First version of Profiler</title>
<updated>2016-05-22T00:18:16Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-22T00:18:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a75f8963380a1f6ae8501f21a1d3f3bef8a89d91'/>
<id>urn:sha1:a75f8963380a1f6ae8501f21a1d3f3bef8a89d91</id>
<content type='text'>
It is now possible to profile GDScript as well as some parts of Godot
internals.
</content>
</entry>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-03-08T23:00:52Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4a4f2479146aa33e235ed57cde311efda68d3c8f'/>
<id>urn:sha1:4a4f2479146aa33e235ed57cde311efda68d3c8f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>change intersect_ray function to discriminate pickable objects, fixes #3203</title>
<updated>2016-01-10T18:54:57Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-10T18:54:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1aaf507ffb9b96627219d1e6f4ca1f22565e06b8'/>
<id>urn:sha1:1aaf507ffb9b96627219d1e6f4ca1f22565e06b8</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix wrong index being used to populate r_results</title>
<updated>2015-12-04T08:31:01Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-12-04T08:31:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9457211f8fd673eb5ef7d32c7ddb0157d2735753'/>
<id>urn:sha1:9457211f8fd673eb5ef7d32c7ddb0157d2735753</id>
<content type='text'>
Regression from f33d9da.</content>
</entry>
<entry>
<title>Fix can_move_to and rename it for more clarity</title>
<updated>2015-11-22T13:14:07Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-11-22T13:14:07Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f33d9dab5bf05356f9a2c882537e83390a710e0b'/>
<id>urn:sha1:f33d9dab5bf05356f9a2c882537e83390a710e0b</id>
<content type='text'>
Fixes #2416.
The KinematicBody::can_move_to function was likely designed for two behaviours:
 - discrete: check if the body can "teleport" to the destination
 - continuous: check if the direct path to the destination is valid
The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape.

The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
</content>
</entry>
<entry>
<title>Fix 3D Area mask matching</title>
<updated>2015-10-10T00:33:26Z</updated>
<author>
<name>eska</name>
</author>
<published>2015-10-10T00:33:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=375a7a727f215a1d790de9caf82cb2a5e89cf711'/>
<id>urn:sha1:375a7a727f215a1d790de9caf82cb2a5e89cf711</id>
<content type='text'>
</content>
</entry>
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