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<title>godot.git/servers/visual, 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/visual?h=2.1.4-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/servers/visual?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>Re-apply clang-format to all files</title>
<updated>2017-08-27T12:11:11Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:11:11Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=886c7d82d07797344439f09de64811467f5a6300'/>
<id>urn:sha1:886c7d82d07797344439f09de64811467f5a6300</id>
<content type='text'>
Some badly formatted code has managed to pass through our CI...
</content>
</entry>
<entry>
<title>fix dummy rasterizer</title>
<updated>2017-08-24T13:13:37Z</updated>
<author>
<name>AlexHolly</name>
</author>
<published>2017-08-24T13:07:41Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b18049c2aa4f444abfd06641e536a706d7f33e78'/>
<id>urn:sha1:b18049c2aa4f444abfd06641e536a706d7f33e78</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add closest_power_of_2 func and implement mix_rate/latency on OS X</title>
<updated>2017-08-18T15:10:21Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-08-18T15:10:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=647c4ae5bf9b64e78b8ff0fd36c8aa610f2a814b'/>
<id>urn:sha1:647c4ae5bf9b64e78b8ff0fd36c8aa610f2a814b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #7912 from RandomShaper/pause-rasterizer-2.1</title>
<updated>2017-08-17T09:43:58Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-17T09:43:58Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=938dc07b2b11a1f4f418ee0f7811285d57035507'/>
<id>urn:sha1:938dc07b2b11a1f4f418ee0f7811285d57035507</id>
<content type='text'>
Implement time scaling for the rasterizer (2.1)</content>
</entry>
<entry>
<title>Add optimizing AT_LIGHT_PASS builtin to canvas shaders</title>
<updated>2017-06-15T00:03:25Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-06-09T17:19:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=184ef184209d42c06f04a5a3162bd76a1a184be0'/>
<id>urn:sha1:184ef184209d42c06f04a5a3162bd76a1a184be0</id>
<content type='text'>
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
You can use `if (AT_LIGHT_PASS) , negated or not, and that will be converted to a preprocessed #if when the shader is compiled.
Depending on your game (number of items and lights), this can be a *significant* performance gain, or at least avoids relying on the driver's optimizing abilities.
</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>Implement time scaling for the rasterizer</title>
<updated>2017-03-20T18:58:22Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2017-03-20T18:58:22Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b4119f4fe978540048c80cb95f16145b4d43fdda'/>
<id>urn:sha1:b4119f4fe978540048c80cb95f16145b4d43fdda</id>
<content type='text'>
which affects 3D particles and the TIME uniform
</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>Style: Fix statements ending with ';;'</title>
<updated>2017-03-18T20:14:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-14T17:03:38Z</published>
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<id>urn:sha1:dbf013757658ad48bb61242ed69ad4145a946863</id>
<content type='text'>
(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
</content>
</entry>
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