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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit
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fbx_anim_container.h | ||
fbx_bone.cpp | ||
fbx_bone.h | ||
fbx_material.cpp | ||
fbx_material.h | ||
fbx_mesh_data.cpp | ||
fbx_mesh_data.h | ||
fbx_node.h | ||
fbx_skeleton.cpp | ||
fbx_skeleton.h | ||
import_state.h | ||
model_abstraction.h | ||
pivot_transform.cpp | ||
pivot_transform.h |