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<title>godot.git/servers/physics_2d_server.h, branch 2.1.1-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=2.1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/physics_2d_server.h?h=2.1.1-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2016-05-22T00:18:16Z</updated>
<entry>
<title>First version of Profiler</title>
<updated>2016-05-22T00:18:16Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-22T00:18:16Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a75f8963380a1f6ae8501f21a1d3f3bef8a89d91'/>
<id>urn:sha1:a75f8963380a1f6ae8501f21a1d3f3bef8a89d91</id>
<content type='text'>
It is now possible to profile GDScript as well as some parts of Godot
internals.
</content>
</entry>
<entry>
<title>RigidBody2D (add_force, set_inertia): new methods.</title>
<updated>2016-04-26T12:15:15Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-26T12:15:15Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7b4127481d1f377a50ac5f62ec3f20e2ba71dff'/>
<id>urn:sha1:a7b4127481d1f377a50ac5f62ec3f20e2ba71dff</id>
<content type='text'>
</content>
</entry>
<entry>
<title>RigidBody2D: add and bind get_inertia() method.</title>
<updated>2016-04-21T00:49:37Z</updated>
<author>
<name>Josh Grams</name>
</author>
<published>2016-04-21T00:49:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f7d31cec38c795909c4d1e0917f54aa118d380d7'/>
<id>urn:sha1:f7d31cec38c795909c4d1e0917f54aa118d380d7</id>
<content type='text'>
You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
</content>
</entry>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-03-08T23:00:52Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4a4f2479146aa33e235ed57cde311efda68d3c8f'/>
<id>urn:sha1:4a4f2479146aa33e235ed57cde311efda68d3c8f</id>
<content type='text'>
</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e8c5b41dd8d9825d0ae2f053f2f219289aed91a8'/>
<id>urn:sha1:e8c5b41dd8d9825d0ae2f053f2f219289aed91a8</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>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=89efebbf561fa19d29533acdd3716f8d1385595a'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2ffc90d8b4d3f420e57adefbc880183ac0635a7e'/>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=83d9a692be648668b5b363f2424c619e15639843'/>
<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>
</feed>
