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<title>godot.git/servers/spatial_sound_2d/spatial_sound_2d_server_sw.cpp, branch 2.1.4-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/spatial_sound_2d/spatial_sound_2d_server_sw.cpp?h=2.1.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/spatial_sound_2d/spatial_sound_2d_server_sw.cpp?h=2.1.4-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-08-27T12:11:45Z</updated>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:11:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:45Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9d598833d2e284b57458ade9d27b9433588339ef'/>
<id>urn:sha1:9d598833d2e284b57458ade9d27b9433588339ef</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix priority in sample players</title>
<updated>2017-05-15T18:24:38Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-05-15T18:24:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=40e7f1c3d51d68920d28532b0c712efb9a04665e'/>
<id>urn:sha1:40e7f1c3d51d68920d28532b0c712efb9a04665e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix SpatialSound2DServer error when camera distance is 0</title>
<updated>2017-05-05T17:01:19Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-05-05T16:39:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=33cb061fe35adc27e49680ffe168bbbd9e53fd72'/>
<id>urn:sha1:33cb061fe35adc27e49680ffe168bbbd9e53fd72</id>
<content type='text'>
SpatialSound2DServer now correctly uses a minimum distance of 0.1
when calculating pitch_scale for spatial sounds.
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e9b045d9e572ff7a211b604d6400f35003bae327'/>
<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add priority to samples in a library</title>
<updated>2017-04-06T21:59:49Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-04-06T17:00:19Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9f8f8efa6726a65dfafec37aa072d3598675ffc9'/>
<id>urn:sha1:9f8f8efa6726a65dfafec37aa072d3598675ffc9</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Make spatial AudioServers prefer inactive voices</title>
<updated>2017-04-06T18:11:26Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-04-06T17:00:19Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=0501f3a901ab000b6e02e95ee56369be9513a3bf'/>
<id>urn:sha1:0501f3a901ab000b6e02e95ee56369be9513a3bf</id>
<content type='text'>
instead of unconditionally playing on the next voice slot; that will be the fallback if no inactive voice is found
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f8db8a3faa30b71dca33ced38be16d3f93f43e8a'/>
<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Remove unused variables (fourth pass) + dead code</title>
<updated>2016-07-08T14:47:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-07-07T22:32:28Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f40f360a2c4ca8e6f2a651dbcca3ae82e2abe7a1'/>
<id>urn:sha1:f40f360a2c4ca8e6f2a651dbcca3ae82e2abe7a1</id>
<content type='text'>
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
</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>
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