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<title>godot.git/servers/physics_2d_server.h, 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_server.h?h=1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d_server.h?h=1.1-stable'/>
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<updated>2015-05-03T19:47:21Z</updated>
<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>
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<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fixes/cleans up</title>
<updated>2015-03-22T12:40:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-22T12:40:26Z</published>
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<id>urn:sha1:dac2017dee8a58c85b8b3218a779260d3b5f4072</id>
<content type='text'>
-input now correctly works when using viewport scaling
-added function to get areas/bodies in given point
-added function to get space state directly from world
</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>
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<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>
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<id>urn:sha1:9012cd408e240d6039120e56fdd47a0983890993</id>
<content type='text'>
-Solve drawing order bug introduced in previous commit: solves #1214
</content>
</entry>
<entry>
<title>-begin work on unidirectional collision detection</title>
<updated>2015-01-13T13:49:26Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-01-13T13:49:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2ef5a342e34df3863ac512bb3673eba28f15e9f4'/>
<id>urn:sha1:2ef5a342e34df3863ac512bb3673eba28f15e9f4</id>
<content type='text'>
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
</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>
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<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>-added custom metadata to physics shapes (2D only for now)</title>
<updated>2014-10-16T03:06:34Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-10-16T03:06:34Z</published>
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<id>urn:sha1:371eac9beffdfe416b8555ee006baf0ffae2bef3</id>
<content type='text'>
-gizmos are not displayed in camera preview
</content>
</entry>
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