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<title>godot.git/servers/physics_2d/space_2d_sw.cpp, branch 1.1-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/space_2d_sw.cpp?h=1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d/space_2d_sw.cpp?h=1.1-stable'/>
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<updated>2015-05-10T22:24:09Z</updated>
<entry>
<title>-improved one-way collision handling in both dynamic and character bodies for 2D, fixes #1854</title>
<updated>2015-05-10T22:24:09Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-10T22:24:09Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=32b1b472af379b3ea3b155a38158f08aed1e92e1'/>
<id>urn:sha1:32b1b472af379b3ea3b155a38158f08aed1e92e1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>improved kinematic motion, improved demos for kinematic motion</title>
<updated>2015-05-04T01:37:10Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-04T01:37:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e7aa37fe757151e9e241728c628dde6ccb3e0c07'/>
<id>urn:sha1:e7aa37fe757151e9e241728c628dde6ccb3e0c07</id>
<content type='text'>
</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>-Rewritten KinematicBody2D::move to MUCH more efficient code.</title>
<updated>2015-04-19T23:50:55Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-19T23:50:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=28c4afeb5733f9ca9725ab2a5f4066af8e02b2a6'/>
<id>urn:sha1:28c4afeb5733f9ca9725ab2a5f4066af8e02b2a6</id>
<content type='text'>
-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=fdaa2920eb21fff3320a17e9239e04dfadecdb00'/>
<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>input events on Area2D is now supported</title>
<updated>2015-03-22T04:46:18Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T04:46:18Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c6c72a3c37a44964ec8e6b3353f78635bf588eab'/>
<id>urn:sha1:c6c72a3c37a44964ec8e6b3353f78635bf588eab</id>
<content type='text'>
also added a demo showing how this works
</content>
</entry>
<entry>
<title>Area2D can now detect overlap with other areas</title>
<updated>2015-03-17T03:45:25Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-17T03:45:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a969e2e6f17d6810771e9c9c31551d57e5d1efdb'/>
<id>urn:sha1:a969e2e6f17d6810771e9c9c31551d57e5d1efdb</id>
<content type='text'>
this should make everything simpler, specially for newcomers to Godot
</content>
</entry>
<entry>
<title>-Add support for one-way collision in 2D (only works for kinematic body so far)</title>
<updated>2015-01-14T00:19:11Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-14T00:19:11Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9012cd408e240d6039120e56fdd47a0983890993'/>
<id>urn:sha1:9012cd408e240d6039120e56fdd47a0983890993</id>
<content type='text'>
-Solve drawing order bug introduced in previous commit: solves #1214
</content>
</entry>
<entry>
<title>Changes to 2D physics engine</title>
<updated>2015-01-05T21:37:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-05T21:37:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b51f64571151cad5da8e5ed20ef52a8b0ffc3534'/>
<id>urn:sha1:b51f64571151cad5da8e5ed20ef52a8b0ffc3534</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody

Test well and iron out bugs, when it works the same will be moved to 3D
</content>
</entry>
<entry>
<title>missing files with fixes for shower of bullets</title>
<updated>2014-11-06T14:02:40Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-06T14:02:40Z</published>
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<id>urn:sha1:fc676fa6f8de6b0b24cf54ecfa3f9221c607095c</id>
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</entry>
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