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<title>godot.git/servers/physics_2d/body_2d_sw.cpp, branch 2.1.2-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
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<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>
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<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
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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>RigidBody2D (add_force, set_inertia): new methods.</title>
<updated>2016-04-26T12:15:15Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-26T12:15:15Z</published>
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<id>urn:sha1:a7b4127481d1f377a50ac5f62ec3f20e2ba71dff</id>
<content type='text'>
</content>
</entry>
<entry>
<title>RigidBody2D: add and bind get_inertia() method.</title>
<updated>2016-04-21T00:49:37Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-21T00:49:37Z</published>
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<id>urn:sha1:f7d31cec38c795909c4d1e0917f54aa118d380d7</id>
<content type='text'>
You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
</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>
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<id>urn:sha1:4a4f2479146aa33e235ed57cde311efda68d3c8f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>physics state properly returns contact metadata, closes #1979</title>
<updated>2016-01-03T23:23:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-03T23:23:44Z</published>
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<id>urn:sha1:606729fa2d2741ba7abbc14bc25b80f7ee58dc64</id>
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</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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<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>
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<entry>
<title>remove error print in area collision, should be a valid situation, closes #2463</title>
<updated>2015-12-31T14:15:49Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-31T14:15:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1e65c3c7019be69526c71aa09175010ba4a8e09f'/>
<id>urn:sha1:1e65c3c7019be69526c71aa09175010ba4a8e09f</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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