Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
missing demo files
missing fils from yesterday comit.
must have made some mistake with git,
not sure why they were not sent..
Icons for many new types of nodes
Build System Changes
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Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.

Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
-One liner fix for crash, line was removed accidentally.
Fix windows build issue by moving libraries from LIBS to LINKFLAGS; Remove redundant .exe surfix on windows
Merge pull request #763 from marynate/PR-fix-build-on-win

Fix windows build issue
Misc Bits
-=-=-=-=-

-Added more missing icons to nodes.
-Added more 3D split view modes
-Fixed annoying script editor bug with keyboard focus
-Rasterizer supports meshes with both skeletons and blend shapes
-Collada exporter supports Blend Shapes (even on actions via set driven keys)
-compatibility fixes, Better Collada is ready for PRIME TIME!
Modified sprite's draw notification call to use floats instead of integers so that the texture coordinates used to draw a frame from the sprite sheet don't have to snap to pixels
Merge pull request #770 from romulox-x/sprite-frame-float

Modified sprite's draw notification call to use floats instead of intege...
-less agressive install.txt, existence of this package is proof enough of disconformity.
Merge branch 'master' of https://github.com/okamstudio/godot
missing
Remove camera check for 2D audio listener.
Merge pull request #773 from hiltonm/fix-2d-spatial-audio

Remove camera check for 2D audio listener.
Little Bits
-=-=-=-=-=-

-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
offset particle drawing order so that recently emitted particles are always drawn on top of the older ones