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<title>godot.git/servers/visual, branch 2.1-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?h=2.1-stable</id>
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<updated>2016-07-10T15:41:57Z</updated>
<entry>
<title>Merge pull request #5533 from Hinsbart/cursor_atex</title>
<updated>2016-07-10T15:41:57Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-07-10T15:41:57Z</published>
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<id>urn:sha1:0e6e0ed0e5b8f41b20c087f3acb3a5ebb0836e60</id>
<content type='text'>
Can use AtlasTextures as custom mouse cursor.</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>
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<id>urn:sha1:f40f360a2c4ca8e6f2a651dbcca3ae82e2abe7a1</id>
<content type='text'>
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
</content>
</entry>
<entry>
<title>Can use AtlasTextures as custom mouse cursor.</title>
<updated>2016-07-03T17:36:12Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2016-07-03T17:36:12Z</published>
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<id>urn:sha1:91add16300de38adf1e95728055c3e28f36ec182</id>
<content type='text'>
fixes #3957
</content>
</entry>
<entry>
<title>Drop fully commented-out files</title>
<updated>2016-06-18T18:23:49Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-18T18:21:21Z</published>
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<id>urn:sha1:c3bf11d4d48c0499460dc294c6836acedbfd46cb</id>
<content type='text'>
Part of #5272
</content>
</entry>
<entry>
<title>Drop empty files that are not used anywhere</title>
<updated>2016-06-18T17:46:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-18T17:46:30Z</published>
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<id>urn:sha1:b7dbf9207abf9fb9e4cc46e8e1d67f3d6d40d58c</id>
<content type='text'>
Part of #5272
</content>
</entry>
<entry>
<title>Add texture region support for stylebox render</title>
<updated>2016-06-04T16:45:53Z</updated>
<author>
<name>Geequlim</name>
</author>
<published>2016-06-03T14:11:10Z</published>
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<id>urn:sha1:fdf914e53e80f49153ea7f999f816010c0ad8e50</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Changed import workflow</title>
<updated>2016-05-27T17:19:11Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-27T17:18:40Z</published>
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<id>urn:sha1:8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da</id>
<content type='text'>
-Rearrange favorites in fs dock with drag and drop
-Removed import -&gt; sub-scene, moved to scenetree contextual menu
-Removed import -&gt; re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
</content>
</entry>
<entry>
<title>-Improve resource previews</title>
<updated>2016-05-23T20:11:49Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-23T20:10:26Z</published>
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<id>urn:sha1:d3495b128a700b6f830ec90ff0b544ad1333b867</id>
<content type='text'>
-Also fixed draw_texture_rect() tile parameter
</content>
</entry>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-05-21T13:29:25Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-05-21T13:29:25Z</published>
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<id>urn:sha1:33403d91f77f1f34b19bff763391500bc9c2616c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>ability to shrink all images x2 on load</title>
<updated>2016-05-04T15:37:07Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-04T15:36:51Z</published>
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<id>urn:sha1:89d87294dbc84df8dd7740cd04cc4842b8738e96</id>
<content type='text'>
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
</content>
</entry>
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