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<title>godot.git/tools/editor/editor_profiler.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_profiler.h?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/tools/editor/editor_profiler.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>
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<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>Style: Cleanups, added headers, renamed files</title>
<updated>2017-01-16T07:04:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-16T07:04:19Z</published>
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<id>urn:sha1:3890256fc57eafb2db83d328b8caf772188e21d4</id>
<content type='text'>
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
</content>
</entry>
<entry>
<title>Finish renaming *Frame GUI classes to *Rect</title>
<updated>2017-01-14T09:52:54Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-14T09:52:54Z</published>
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<id>urn:sha1:7b9f2d9929d0e8516d42379962533df823c7c550</id>
<content type='text'>
ReferenceFrame had been overlooked, and the cpp files still used the old
names. Also ripgrep'ed it all to find some forgotten references.
</content>
</entry>
<entry>
<title>some class renames</title>
<updated>2017-01-12T21:28:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-12T21:27:27Z</published>
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<id>urn:sha1:da477b76a98ee7ca4ac16773d3baf1299e053da7</id>
<content type='text'>
TextureFrame -&gt; TextureRect
Patch9Frame -&gt; NinePatchRect
ColorFrame -&gt; ColorRect
</content>
</entry>
<entry>
<title>Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector</title>
<updated>2017-01-07T21:26:38Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-07T21:25:37Z</published>
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<id>urn:sha1:2ab83e1abbf5ee6d00e16056a9e9394114026f28</id>
<content type='text'>
</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>
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<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>fixed compilation bug</title>
<updated>2016-05-22T02:20:49Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-22T02:20:49Z</published>
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<id>urn:sha1:81fd4598c1e436c9dfe7951b1f829ff68045103b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>First version of Profiler</title>
<updated>2016-05-22T00:18:16Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-05-22T00:18:16Z</published>
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<id>urn:sha1:a75f8963380a1f6ae8501f21a1d3f3bef8a89d91</id>
<content type='text'>
It is now possible to profile GDScript as well as some parts of Godot
internals.
</content>
</entry>
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