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2021-09-15Add support for Play Asset Delivery.ne0fhyk
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.
2021-09-07Merge pull request #47391 from Calinou/platform-feature-tags-lowercaseJuan Linietsky
Make platform feature tag names lowercase
2021-09-01Merge pull request #52159 from m4gr3d/addoculus_openxr_Fredia Huya-Kouadio
Update the AndroidManifest to enable access to Oculus OpenXR runtime
2021-08-31Make platform feature tag names lowercaseHugo Locurcio
Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-27Update the AndroidManifest to enable access to Oculus OpenXR runtime.ne0fhyk
2021-08-22Merge pull request #49756 from ↵Michael Alexsander
Calinou/android-export-move-clear-previous-install-setting Move the Android "clear previous install" setting to Editor Settings
2021-08-16Add partial support for Android scoped storage.ne0fhyk
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30. In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-16Move the Android "clear previous install" setting to Editor SettingsHugo Locurcio
This means the setting now applies to every project deployed from the editor, rather than being per-export preset.
2021-08-12Add support for prompting the user to retain app data on uninstall.Fredia Huya-Kouadio
Supported on Android 10 and higher.
2021-08-12Split android platform export template into multiple filesSergey Minakov
2021-08-01Make progress and errors translatable when exporting to AndroidHaoyu Qiu
2021-07-27Fix custom build exportFredia Huya-Kouadio
2021-07-15Addes ability to load build sources from file.reduz
* If not present, the dialog asks to load build sources from a file. * The export templates check now also verifies that build sources are installed and skips the template check. This makes Android development easier.
2021-07-01Android: Add `isGame` application attribute, default to trueRémi Verschelde
It can be turned off in the export preset with `package/classify_as_game`. Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame > `android:isGame` > > Whether or not the application is a game. The system may group together > applications classifed as games or display them separately from other > applications. Also fixes replacing `android:allowBackup` in custom builds.
2021-06-29Add GDNative libraries to Android custom Gradle buildsMarcel Admiraal
2021-06-22Add support for custom debug keystore.ne0fhyk
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-19Add adb output to error message when install failsMarcel Admiraal
2021-06-12Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde
Add a Time singleton
2021-06-11Add Time singletonAaron Franke
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-01Merge pull request #48963 from ↵Rémi Verschelde
HaywardMorihara/export-android-keystore-debug-warnings Exporting -> Android: Keystore Warnings
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-25Allow basic user data backup on AndroidPedro J. Estébanez
2021-05-24Exporting: Android Debug Keystore WarningsNathaniel Morihara
2021-05-24Use an enum to represent screen orientation in the Project SettingsHugo Locurcio
- Tweak the setting property hint to be more informative. - Make the setting a "basic" setting so it appears when Advanced Settings is disabled. - Remove redundant orientation setting in the iOS export preset. The project setting is now used (like on Android). Projects upgrading from a previous version will have to set the screen orientation again in the Project Settings if it wasn't set to the default value ("landscape").
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-26Remove deprecated xr features properties. These properties are now provided ↵Fredia Huya-Kouadio
directly by the plugin.
2021-04-15Fix issue causing export to fail with "Could not unzip temporary unaligned ↵Fredia Huya-Kouadio
APK" error and improve command output logging.
2021-04-12Fix custom boot splash image scaling.Fredia Huya-Kouadio
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-02-27Merge pull request #46457 from m4gr3d/fix_invalid_missing_templates_error_masterRémi Verschelde
Fix invalid missing template error when the Android build template is not installed
2021-02-26Fix invalid missing template error when the Android build template is not ↵Fredia Huya-Kouadio
installed.
2021-02-26Update the logic to load Godot Android plugins packaged into the binary.Fredia Huya-Kouadio
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
2021-02-24Update the filtering logic to properly handle directories with `.gdignore` ↵Fredia Huya-Kouadio
files.
2021-02-24Add logic to record the version of the Godot engine for the Android platform.Fredia Huya-Kouadio
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-18Disable engine splash logic on Android; this is now handled by the Android ↵Fredia Huya-Kouadio
theme api. In addition, add support for scaling and applying filter to the splash screen on Android. One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-17Add verbose logging to help with troubleshooting the Android build/export ↵Fredia Huya-Kouadio
process.
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-15[Plugins] Rename 'PluginConfig' struct to platform specific nameSergey Minakov
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2021-01-01Merge pull request #44645 from m4gr3d/update_apk_signing_logicRémi Verschelde
Update the logic to sign prebuilt Godot Android apks
2021-01-01Update the logic to sign prebuilt Godot Android apks.Fredia Huya-Kouadio
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK. The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary. Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-30Merge pull request #44638 from m4gr3d/export_format_util_methodRémi Verschelde
Hardcode the export format for the editor 'run' feature