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<title>godot.git/servers/physics_2d/physics_2d_server_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_2d/physics_2d_server_sw.cpp?h=2.1.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d/physics_2d_server_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>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>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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7b4127481d1f377a50ac5f62ec3f20e2ba71dff'/>
<id>urn:sha1:a7b4127481d1f377a50ac5f62ec3f20e2ba71dff</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=606729fa2d2741ba7abbc14bc25b80f7ee58dc64'/>
<id>urn:sha1:606729fa2d2741ba7abbc14bc25b80f7ee58dc64</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>Expose softness parameter of pin joint to the editor.</title>
<updated>2015-10-10T20:28:05Z</updated>
<author>
<name>Biliogadafr</name>
</author>
<published>2015-10-10T20:28:05Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2ffc90d8b4d3f420e57adefbc880183ac0635a7e'/>
<id>urn:sha1:2ffc90d8b4d3f420e57adefbc880183ac0635a7e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Ability to visually debug geometry visually:</title>
<updated>2015-09-20T16:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-20T16:03:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=83d9a692be648668b5b363f2424c619e15639843'/>
<id>urn:sha1:83d9a692be648668b5b363f2424c619e15639843</id>
<content type='text'>
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
</content>
</entry>
<entry>
<title>ability to run 2D physics in a thread</title>
<updated>2015-05-26T04:06:05Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-26T04:05:08Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9df77d276593ef7082e3971d1c180b8f74b0cb2e'/>
<id>urn:sha1:9df77d276593ef7082e3971d1c180b8f74b0cb2e</id>
<content type='text'>
also, 2D physics is now thread safe too.
see physics_2d/thread_model
</content>
</entry>
<entry>
<title>-new collision layer &amp; mask system for 2D, for more flexible collision masking</title>
<updated>2015-05-03T19:47:21Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-03T19:47:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=af068439829a3fec3a76c4c5d4dd2dba71ab6c5f'/>
<id>urn:sha1:af068439829a3fec3a76c4c5d4dd2dba71ab6c5f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>properly wake up bodies when a parameter changes, fixes #1740</title>
<updated>2015-04-26T19:20:00Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-26T19:20:00Z</published>
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<id>urn:sha1:3bcb930e8ac1c8048de990f41c29cd2dfcc3c2a2</id>
<content type='text'>
</content>
</entry>
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