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<title>godot.git/tools/editor/plugins/baked_light_baker.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/plugins/baked_light_baker.h?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/tools/editor/plugins/baked_light_baker.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>Style: Fix whole-line commented code</title>
<updated>2017-01-14T13:52:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-14T11:26:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=93ab45b6b5c4f8e0619e963156c983009d399a9d'/>
<id>urn:sha1:93ab45b6b5c4f8e0619e963156c983009d399a9d</id>
<content type='text'>
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
</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>Merge remote-tracking branch 'origin/gles3' into gles3-on-master</title>
<updated>2017-01-02T20:52:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-02T20:38:20Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3f3f5a5359973e95e94148676a9793d6f52468f3'/>
<id>urn:sha1:3f3f5a5359973e95e94148676a9793d6f52468f3</id>
<content type='text'>
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
</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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c7bc44d5ad9aae4902280012f7654e2318cd910e'/>
<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>Begining of GLES3 renderer:</title>
<updated>2016-10-03T19:35:16Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-10-03T19:33:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=22d83bc9f655d5ae7a1b49709c4c1b663725daf5'/>
<id>urn:sha1:22d83bc9f655d5ae7a1b49709c4c1b663725daf5</id>
<content type='text'>
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
</content>
</entry>
<entry>
<title>Add missing license headers in our source files (#5255)</title>
<updated>2016-06-18T12:46:12Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-06-18T12:46:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7fc04626af238bf9a80c4f3b569e1c5d70465c9'/>
<id>urn:sha1:a7fc04626af238bf9a80c4f3b569e1c5d70465c9</id>
<content type='text'>
Also removes a couple wrong Godot headers from third-party source files.</content>
</entry>
<entry>
<title>remove trailing whitespace</title>
<updated>2016-03-08T23:00:52Z</updated>
<author>
<name>Hubert Jarosz</name>
</author>
<published>2016-03-08T23:00:52Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=4a4f2479146aa33e235ed57cde311efda68d3c8f'/>
<id>urn:sha1:4a4f2479146aa33e235ed57cde311efda68d3c8f</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Revert "Ignore alpha materials in baked light ray-tracer."</title>
<updated>2015-11-19T03:50:25Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-11-19T03:50:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=daf31824420e15a127178e1880a9a15c8f2a718a'/>
<id>urn:sha1:daf31824420e15a127178e1880a9a15c8f2a718a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Ignore alpha materials in baked light ray-tracer.</title>
<updated>2015-11-02T16:25:16Z</updated>
<author>
<name>Saracen</name>
</author>
<published>2015-09-18T14:23:00Z</published>
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<id>urn:sha1:53c9e8301c41b8ede999a7596643e33e36d2ca40</id>
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</content>
</entry>
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