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<title>godot.git/tools/editor/editor_autoload_settings.h, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/tools/editor/editor_autoload_settings.h?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/tools/editor/editor_autoload_settings.h?h=mirror'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-03-05T13:21:25Z</updated>
<entry>
<title>Refactoring: rename tools/editor/ to editor/</title>
<updated>2017-03-05T13:21:25Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-05T13:21:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=49c065d29ca07040c3fd810026121164ad86b247'/>
<id>urn:sha1:49c065d29ca07040c3fd810026121164ad86b247</id>
<content type='text'>
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
</content>
</entry>
<entry>
<title>ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.</title>
<updated>2017-01-03T02:03:46Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-03T02:03:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=118eed485e8f928a5a0dab530ae93211afa10525'/>
<id>urn:sha1:118eed485e8f928a5a0dab530ae93211afa10525</id>
<content type='text'>
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-01T21:03:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
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<id>urn:sha1:c7bc44d5ad9aae4902280012f7654e2318cd910e</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!
</content>
</entry>
<entry>
<title>Fix Orphan StringName on EditorAutoloadSettings class</title>
<updated>2016-07-14T15:08:40Z</updated>
<author>
<name>Franklin Sobrinho</name>
</author>
<published>2016-07-14T15:05:22Z</published>
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<id>urn:sha1:8772b8ea85278f67832a34e51724720c46916f27</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Added drag and drop to rearrange the autoload order</title>
<updated>2016-07-04T23:22:28Z</updated>
<author>
<name>Franklin Sobrinho</name>
</author>
<published>2016-07-04T23:22:28Z</published>
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<id>urn:sha1:3b7b581d63053b9cf599c208c2d79318abba40a3</id>
<content type='text'>
  * Created a new class for autoload settings, in editor_autoload_settings.h
</content>
</entry>
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