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<title>godot.git/thirdparty/zstd/common, branch master</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
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<updated>2017-08-27T10:05:39Z</updated>
<entry>
<title>zstd: Update to upstream version 1.3.1</title>
<updated>2017-08-27T10:05:39Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T10:05:17Z</published>
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<content type='text'>
It is now dual-licensed BSD-3-Clause and GPL-2.0, we use the former.
The PATENTS file is no longer applicable \o/

Also add zstd to COPYRIGHT.txt
</content>
</entry>
<entry>
<title>zstd: Apply upstream patch to fix UWP ARM build</title>
<updated>2017-07-25T17:52:14Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2017-07-25T17:49:57Z</published>
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<content type='text'>
Following upstream commit f04deff4fc
</content>
</entry>
<entry>
<title>zstd: Update to upstream version 1.3.0</title>
<updated>2017-07-22T21:46:05Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2017-07-22T21:46:05Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Add zstd compression support.</title>
<updated>2017-06-09T04:48:14Z</updated>
<author>
<name>Ferenc Arn</name>
</author>
<published>2017-06-09T01:43:56Z</published>
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<content type='text'>
zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
</content>
</entry>
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