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<title>godot.git/servers/physics_2d/space_2d_sw.cpp, branch 2.0-beta</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
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<updated>2016-01-04T03:00:33Z</updated>
<entry>
<title>-Fix crash at exit due to unnecesary check in command queue, fixes #2034</title>
<updated>2016-01-04T03:00:33Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-04T03:00:33Z</published>
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-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
</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>
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</content>
</entry>
<entry>
<title>Fix Area2D type mask matching</title>
<updated>2015-10-09T19:54:16Z</updated>
<author>
<name>eska</name>
</author>
<published>2015-10-09T19:54:16Z</published>
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</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>
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<id>urn:sha1:83d9a692be648668b5b363f2424c619e15639843</id>
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-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>small fixes</title>
<updated>2015-06-30T14:59:00Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-06-30T14:59:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4613a3f2c0d8f060cac610e2a7a401aee2ece78f'/>
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</content>
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<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>
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</content>
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<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>
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</content>
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<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>
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<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>
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