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<title>godot.git/servers/physics_2d, branch 2.0-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?h=2.0-stable</id>
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<updated>2016-02-01T01:30:16Z</updated>
<entry>
<title>Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'</title>
<updated>2016-02-01T01:30:16Z</updated>
<author>
<name>Biliogadafr</name>
</author>
<published>2016-02-01T01:30:16Z</published>
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</content>
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<entry>
<title>Merge pull request #2698 from Faless/add_area_fix</title>
<updated>2016-01-24T02:07:23Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-24T02:07:23Z</published>
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<id>urn:sha1:d01f55a78eb08e5645310f17caac0ae49647a013</id>
<content type='text'>
Fix bug in Body(2D)SW::add_area</content>
</entry>
<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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<id>urn:sha1:0e71d49ef41ee0c2347f549b4a6fa79ef8c57ddb</id>
<content type='text'>
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
</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>
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</content>
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<entry>
<title>skip the first integration in physics bodies, fixes #2213</title>
<updated>2016-01-02T16:28:18Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-02T16:28:18Z</published>
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<id>urn:sha1:27c47e09a183359706ef2497da9278b46f9190b6</id>
<content type='text'>
</content>
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<entry>
<title>properly removing unprocessed objects from physics islands fixes one way platforms for rigidbodies, closes #2345</title>
<updated>2016-01-01T15:13:17Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-01T15:11:46Z</published>
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<id>urn:sha1:0ed864d876347841d60797773a37c0b2f235c85c</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>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
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<entry>
<title>remove error print in area collision, should be a valid situation, closes #2463</title>
<updated>2015-12-31T14:15:49Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-31T14:15:49Z</published>
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<id>urn:sha1:1e65c3c7019be69526c71aa09175010ba4a8e09f</id>
<content type='text'>
</content>
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<entry>
<title>New and corrected are override modes.</title>
<updated>2015-12-14T01:56:49Z</updated>
<author>
<name>Ovnuniarchos</name>
</author>
<published>2015-12-14T01:56:11Z</published>
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<id>urn:sha1:89efebbf561fa19d29533acdd3716f8d1385595a</id>
<content type='text'>
</content>
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<entry>
<title>Areas now calculate their dampenings the same way as their gravity.</title>
<updated>2015-12-08T17:45:14Z</updated>
<author>
<name>Ovnuniarchos</name>
</author>
<published>2015-12-08T17:44:29Z</published>
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