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<title>godot.git/servers/visual/visual_server_raster.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/visual/visual_server_raster.h?h=1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/visual/visual_server_raster.h?h=1.1-stable'/>
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<updated>2015-04-18T19:17:33Z</updated>
<entry>
<title>-try to avoid errors when path using ".." is present in script include, fixes #1703</title>
<updated>2015-04-18T19:17:33Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T19:17:33Z</published>
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<id>urn:sha1:4661a6e126f03efcb7b41196d2fca9c9564123c6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Changed bootsplash option to use a file, fixes #1539</title>
<updated>2015-04-12T20:55:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-12T20:55:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3e20391bf607dc7c452b056854aed4a8c99ba0f6'/>
<id>urn:sha1:3e20391bf607dc7c452b056854aed4a8c99ba0f6</id>
<content type='text'>
-Added OS.get_splash_tick_msec() to query when splash appeared
</content>
</entry>
<entry>
<title>Changes to Light</title>
<updated>2015-04-03T04:43:37Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-03T04:43:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9fa1698c7420bae2c6353bf300ce2cdb73434bf6'/>
<id>urn:sha1:9fa1698c7420bae2c6353bf300ce2cdb73434bf6</id>
<content type='text'>
-=-=-=-=-=-=-=-=

-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
</content>
</entry>
<entry>
<title>signed distance field font support</title>
<updated>2015-03-21T03:43:33Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-21T03:43:33Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=acc6f3b285f058104fd6431bed2c4cfe4dc05a58'/>
<id>urn:sha1:acc6f3b285f058104fd6431bed2c4cfe4dc05a58</id>
<content type='text'>
</content>
</entry>
<entry>
<title>New option to send canvas to render buffer</title>
<updated>2015-03-16T04:14:59Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-16T03:47:37Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=53e1694e1e2b76026d862e84c1de88f62601cbc3'/>
<id>urn:sha1:53e1694e1e2b76026d862e84c1de88f62601cbc3</id>
<content type='text'>
allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
</content>
</entry>
<entry>
<title>back buffer copy node, to improve on texscreen()</title>
<updated>2015-03-12T04:05:50Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-12T04:05:50Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=650e13f3cd68c9b45879a905548c34e9fb5bb46f'/>
<id>urn:sha1:650e13f3cd68c9b45879a905548c34e9fb5bb46f</id>
<content type='text'>
back buffer copy node and respective demo
</content>
</entry>
<entry>
<title>small optimizations to isometric light demo</title>
<updated>2015-03-11T00:05:49Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-11T00:05:49Z</published>
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<id>urn:sha1:a6f96f46b779a815b03974fece21728fe32e88d2</id>
<content type='text'>
should work faster, and even faster if exported.. as textures have been
optimized.
</content>
</entry>
<entry>
<title>lot of work on 2D lighting and isometric maps</title>
<updated>2015-03-09T05:34:56Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-09T05:34:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=09489e3a78de39bb4d8690f3c65f8a5e7a56a95e'/>
<id>urn:sha1:09489e3a78de39bb4d8690f3c65f8a5e7a56a95e</id>
<content type='text'>
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
</content>
</entry>
<entry>
<title>support for 2D shadow casters</title>
<updated>2015-03-02T03:54:43Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-03-02T03:54:10Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a1f715a4da71fbc2b7d6fad68624bf8b22c6da17'/>
<id>urn:sha1:a1f715a4da71fbc2b7d6fad68624bf8b22c6da17</id>
<content type='text'>
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
</content>
</entry>
<entry>
<title>Merge pull request #1369 from not-surt/tile_rotation</title>
<updated>2015-02-21T18:37:02Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-02-21T18:37:02Z</published>
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<id>urn:sha1:1d7337ba10ad593f0786d3e356cf0b05aa9be2b4</id>
<content type='text'>
Tile Rotation</content>
</entry>
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