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<title>godot.git/servers/physics_2d/physics_2d_server_wrap_mt.cpp, branch feature/gridmap-used-cells</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_wrap_mt.cpp?h=feature%2Fgridmap-used-cells</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d/physics_2d_server_wrap_mt.cpp?h=feature%2Fgridmap-used-cells'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-09-25T08:05:32Z</updated>
<entry>
<title>Removed print_line in Physics2DServerWrapMT::init()</title>
<updated>2017-09-25T08:05:32Z</updated>
<author>
<name>Indah Sylvia</name>
</author>
<published>2017-09-25T07:02:51Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1ed5e75dd7911ba3b2ef6db04feed372a89807e8'/>
<id>urn:sha1:1ed5e75dd7911ba3b2ef6db04feed372a89807e8</id>
<content type='text'>
</content>
</entry>
<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>Makes all Godot API's methods Lower Case</title>
<updated>2017-08-07T11:24:35Z</updated>
<author>
<name>Indah Sylvia</name>
</author>
<published>2017-08-07T10:17:31Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5ae78fdf6adf4b3ab417d2b6fd5a41bfa6d5cfe2'/>
<id>urn:sha1:5ae78fdf6adf4b3ab417d2b6fd5a41bfa6d5cfe2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Reorganized all properties of project settings (Sorry, Again).</title>
<updated>2017-07-18T01:18:58Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-07-18T00:05:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bbada82f8088e18b663f087484fcbb662dd76a5a'/>
<id>urn:sha1:bbada82f8088e18b663f087484fcbb662dd76a5a</id>
<content type='text'>
 (Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=df61dc4b2bd54a5a40c515493c76f5a458e5b541'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=eae94ba1c87718c95768f90cda95cf665c77a362'/>
<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 statements ending with ';;'</title>
<updated>2017-01-16T07:49:52Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-14T17:03:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f44ee891beaad397481dd88da41cb80e6539774f'/>
<id>urn:sha1:f44ee891beaad397481dd88da41cb80e6539774f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Changed most project settings in the engine, so they have major and minor categories.</title>
<updated>2017-01-05T12:16:00Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-05T12:16:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0f7af4ea51744cda23c4d3c7481f9c332973d1d4'/>
<id>urn:sha1:0f7af4ea51744cda23c4d3c7481f9c332973d1d4</id>
<content type='text'>
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
</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>
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