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<title>godot.git/tools/editor/editor_node.h, branch 1.0-rc2</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_node.h?h=1.0-rc2</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/tools/editor/editor_node.h?h=1.0-rc2'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2014-11-02T14:31:01Z</updated>
<entry>
<title>Bug Fixes</title>
<updated>2014-11-02T14:31:01Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-11-02T14:31:01Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d85b67be53bac252c0a28b799d56d1b359c4ee99'/>
<id>urn:sha1:d85b67be53bac252c0a28b799d56d1b359c4ee99</id>
<content type='text'>
-=-=-=-=-

-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
</content>
</entry>
<entry>
<title>Import 3D Scene Improvements</title>
<updated>2014-06-19T05:23:03Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-06-19T05:23:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e086bccd63e64b8d3bd2b6b5ce000ef8abd71584'/>
<id>urn:sha1:e086bccd63e64b8d3bd2b6b5ce000ef8abd71584</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-If re-importing from the "dependency changed" dialog, edited scene will keep the local changes.
-Imported scene will keep track of changes in the source asset
-Geometry changes in source geometry or nodes with a different transform will be updated.
-Materials will be kept if changed locally.
-New nodes added will be kept
-If nodes were reparented or renamed, they will still keep track
-Deleted notes will be restored, use the -noimp option to avoid this.
-In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import.
-Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh.

Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time.

So Please test!!
</content>
</entry>
<entry>
<title>Another small fix</title>
<updated>2014-05-05T02:33:31Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-05T02:33:31Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=197d4e2f8e5b4bfee5d3d128d5ebf0007bb2ebd2'/>
<id>urn:sha1:197d4e2f8e5b4bfee5d3d128d5ebf0007bb2ebd2</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Lots of 3D improvements:</title>
<updated>2014-05-05T01:50:23Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-05T01:50:23Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=72ae89c5aa8da9110ec8f89e5558d5d04935f3b5'/>
<id>urn:sha1:72ae89c5aa8da9110ec8f89e5558d5d04935f3b5</id>
<content type='text'>
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
</content>
</entry>
<entry>
<title>fixed editor NodePath property</title>
<updated>2014-03-11T05:38:30Z</updated>
<author>
<name>sanikoyes</name>
</author>
<published>2014-03-11T05:38:30Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=87fd1532159c18efc06524f2715ed74b3e32ddee'/>
<id>urn:sha1:87fd1532159c18efc06524f2715ed74b3e32ddee</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-scripts are converted to bytecode on export</title>
<updated>2014-02-25T12:31:47Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-25T12:31:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b2ce682f6ed9493423be257a5b2e87126692a94f'/>
<id>urn:sha1:b2ce682f6ed9493423be257a5b2e87126692a94f</id>
<content type='text'>
-fix bug in doc where touchscreen events were not documented
</content>
</entry>
<entry>
<title>-run script in editor</title>
<updated>2014-02-21T02:01:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-21T02:01:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f2a068984c36de1f77940ae9d5dc0d017b8e642d'/>
<id>urn:sha1:f2a068984c36de1f77940ae9d5dc0d017b8e642d</id>
<content type='text'>
-add search docs dialog that returns places string was found
-added flash
</content>
</entry>
<entry>
<title>Able to open project manager inside editor (Scene-&gt;Project Manager)</title>
<updated>2014-02-18T05:09:31Z</updated>
<author>
<name>marynate</name>
</author>
<published>2014-02-18T04:21:06Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3550a18fa20193b36dfd4d8ec1c2c0e8d7519e13'/>
<id>urn:sha1:3550a18fa20193b36dfd4d8ec1c2c0e8d7519e13</id>
<content type='text'>
Remove unnecessary include of project_manager.h
</content>
</entry>
<entry>
<title>GODOT IS OPEN SOURCE</title>
<updated>2014-02-10T01:10:30Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-10T01:10:30Z</published>
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<id>urn:sha1:0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac</id>
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