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<title>godot.git/servers/physics, branch mirror</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?h=mirror</id>
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<updated>2018-05-14T15:11:26Z</updated>
<entry>
<title>Workaround for clang 6 bug.</title>
<updated>2018-05-14T15:11:26Z</updated>
<author>
<name>bruvzg</name>
</author>
<published>2018-05-14T15:11:26Z</published>
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<id>urn:sha1:b68222e4e75d6cbe23c533f140733248df046c7e</id>
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</content>
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<entry>
<title>Fix Coverity reports of uninitialized scalar variable</title>
<updated>2018-04-19T13:20:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-04-19T11:04:41Z</published>
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<id>urn:sha1:bf7ca623a65f25cc4ac7a3ca0d6635331ec07c25</id>
<content type='text'>
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
</content>
</entry>
<entry>
<title>Merge pull request #17594 from ivodopiviz/float-overflow</title>
<updated>2018-04-08T12:14:29Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2018-04-08T12:14:29Z</published>
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<id>urn:sha1:10448063c401637cb5f4ed05d46c05edf9e51ea4</id>
<content type='text'>
Changed debug max distance to avoid overflow</content>
</entry>
<entry>
<title>Fix missing const in CapsuleShapeSW::get_area</title>
<updated>2018-03-22T02:58:40Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2018-03-22T02:58:40Z</published>
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<id>urn:sha1:9042ef3836925e6185165668d1b1640e35879760</id>
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</entry>
<entry>
<title>Changed debug max distance to avoid overflow</title>
<updated>2018-03-17T22:32:07Z</updated>
<author>
<name>Ivan Vodopiviz</name>
</author>
<published>2018-03-17T22:32:07Z</published>
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<id>urn:sha1:55f79f2e809f27e3e3d24e8f06cb86a9e28cffb0</id>
<content type='text'>
Changed it to roughly sqrt(FLT_MAX), it's a little less to account for float inaccuracies.
Fixes #1835
</content>
</entry>
<entry>
<title>Merge pull request #16757 from AndreaCatania/kinpush</title>
<updated>2018-02-20T14:41:10Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-20T14:41:10Z</published>
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<id>urn:sha1:497a4e9e25fb8cc9d3a95bc79b605aca79603648</id>
<content type='text'>
Improved kinematic body, Now can move rigid body</content>
</entry>
<entry>
<title>Improved kinematic body 2D and 3D, Now can move rigid body</title>
<updated>2018-02-20T11:43:47Z</updated>
<author>
<name>Andrea Catania</name>
</author>
<published>2018-02-16T18:06:00Z</published>
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<id>urn:sha1:6ed392f47a1970f7815f6f76b7bacfd0bb51b87c</id>
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</content>
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<entry>
<title>Merge pull request #16530 from AndreaCatania/rays</title>
<updated>2018-02-19T21:15:49Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-19T21:15:49Z</published>
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<id>urn:sha1:b2aeb02e7d43d98973334e39db5c39626ba9f775</id>
<content type='text'>
Improved ray shape (2D and 3D) by addiing the possibility to act as r…</content>
</entry>
<entry>
<title>Improved ray shape (2D and 3D) by addiing the possibility to act as regular shape</title>
<updated>2018-02-19T19:59:57Z</updated>
<author>
<name>Andrea Catania</name>
</author>
<published>2018-02-19T19:59:57Z</published>
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<id>urn:sha1:ffc3ef86778f486823bedf66cc5a937fc09abe6a</id>
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</content>
</entry>
<entry>
<title>Merge pull request #16751 from AndreaCatania/moreAPIs</title>
<updated>2018-02-19T19:22:18Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-19T19:22:18Z</published>
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<id>urn:sha1:be67f2e4ba1bc2d36a9705328cf0b87aada9c3d7</id>
<content type='text'>
Added Physics state APIs</content>
</entry>
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