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<title>godot.git/servers/physics_2d_server.h, branch 2.0-beta</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=2.0-beta</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d_server.h?h=2.0-beta'/>
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<updated>2016-01-01T13:50:53Z</updated>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be9ff7b6715a661e85f99b108f96340de7ef435'/>
<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<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>
</entry>
<entry>
<title>Expose softness parameter of pin joint to the editor.</title>
<updated>2015-10-10T20:28:05Z</updated>
<author>
<name>Biliogadafr</name>
</author>
<published>2015-10-10T20:28:05Z</published>
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<id>urn:sha1:2ffc90d8b4d3f420e57adefbc880183ac0635a7e</id>
<content type='text'>
</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>
<content type='text'>
-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>Merge pull request #1932 from Faless/gravity_distance_full</title>
<updated>2015-06-07T03:25:37Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-06-07T03:25:37Z</published>
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<id>urn:sha1:5064cc50066e2b6783805d77cf41a3552a4d155c</id>
<content type='text'>
Calculate gravity based on distance from body to gravity point</content>
</entry>
<entry>
<title>ability to run 2D physics in a thread</title>
<updated>2015-05-26T04:06:05Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-05-26T04:05:08Z</published>
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<id>urn:sha1:9df77d276593ef7082e3971d1c180b8f74b0cb2e</id>
<content type='text'>
also, 2D physics is now thread safe too.
see physics_2d/thread_model
</content>
</entry>
<entry>
<title>Calculate gravity based on distance from body to gravity point (2D)</title>
<updated>2015-05-18T01:32:26Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2015-04-29T16:06:25Z</published>
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<id>urn:sha1:590afbcac461f87b05391996ca85d32627c81a75</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>
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<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>
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<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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</content>
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