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<title>godot.git/tools/editor/fileserver, branch 2.0-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=2.0-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=2.0-stable'/>
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<updated>2015-11-01T19:53:26Z</updated>
<entry>
<title>Cosmetic fixes to SCons buildsystem</title>
<updated>2015-11-01T19:53:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2015-11-01T19:53:26Z</published>
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<id>urn:sha1:399b1b047498d154440f5cda4a5ceb08ea3de68e</id>
<content type='text'>
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
</content>
</entry>
<entry>
<title>-Merged the file server with the live editing and remote debug</title>
<updated>2015-08-06T05:37:40Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-08-06T05:37:40Z</published>
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<id>urn:sha1:9d185ccc30ad5fe7eb716390ca2e7f5c06574ce0</id>
<content type='text'>
-It is now really easy to deploy an android build with debug, and debug it
</content>
</entry>
<entry>
<title>-Changed Godot exit to be clean.</title>
<updated>2015-04-20T22:38:02Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-20T22:38:02Z</published>
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<id>urn:sha1:59154cccf9fcf814a21a2596993fb1b6777d3bb7</id>
<content type='text'>
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
</content>
</entry>
<entry>
<title>More 3D Improvements</title>
<updated>2014-05-29T13:56:39Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-05-29T13:56:39Z</published>
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<id>urn:sha1:6f0b4678e26c04abfc88c0226c803e78a108de98</id>
<content type='text'>
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
</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>
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<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 export templates not loading/exporting on Windows</title>
<updated>2014-02-13T21:03:28Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2014-02-13T21:03:28Z</published>
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<id>urn:sha1:58cda02a389759d18176216c06f375d364cefef1</id>
<content type='text'>
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
</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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</content>
</entry>
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