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<title>godot.git/servers/physics_2d, branch 1.1-rc2</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?h=1.1-rc2</id>
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<updated>2015-05-04T01:37:10Z</updated>
<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 type='text'>
</content>
</entry>
<entry>
<title>-Made one way collision work with 2D physics (rigidbody)</title>
<updated>2015-05-03T21:18:21Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-03T21:18:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=767f71a35e76a0848f6c3e7ba2b53a1be921c8f4'/>
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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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<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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<entry>
<title>casting line into physics on negative space now works properly, fixes #1726</title>
<updated>2015-04-25T01:41:31Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-25T01:41:31Z</published>
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</content>
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<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'/>
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-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>Merge pull request #1691 from Faless/area_combine_2d</title>
<updated>2015-04-18T17:44:59Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:44:59Z</published>
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<id>urn:sha1:f92a1fd6460ac7ad8c37737edd03a56c584a0ad3</id>
<content type='text'>
Implement Area2D space_override_mode = COMBINE</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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<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
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<entry>
<title>Fix operator definition for AreaCMP</title>
<updated>2015-04-14T16:46:52Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2015-04-10T23:09:59Z</published>
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<id>urn:sha1:e1bfbcfd4230b3224d5700914f6457ea869214f0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Implement Area2D space_override_mode combine</title>
<updated>2015-04-14T16:33:52Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2015-04-10T12:25:40Z</published>
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