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<title>godot.git/tools/editor/plugins/sample_editor_plugin.h, branch master</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/sample_editor_plugin.h?h=master</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/tools/editor/plugins/sample_editor_plugin.h?h=master'/>
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<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>Oops! Audio engine has vanished :D</title>
<updated>2017-01-15T19:07:51Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-15T19:06:14Z</published>
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<id>urn:sha1:b400c69cd487f70d8164dd5550eb994253d359d6</id>
<content type='text'>
</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>renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized  _input</title>
<updated>2017-01-08T19:28:12Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2017-01-08T19:28:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=920947f297ff3b8d959d15c8e15e7a28dcbdb08f'/>
<id>urn:sha1:920947f297ff3b8d959d15c8e15e7a28dcbdb08f</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>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>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Updated copyright year in all headers</title>
<updated>2015-04-18T17:38:54Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-04-18T17:38:54Z</published>
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<id>urn:sha1:fdaa2920eb21fff3320a17e9239e04dfadecdb00</id>
<content type='text'>
</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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</content>
</entry>
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