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2020-11-22Update gradle build files to automatically perform signing and zipalign ↵Fredia Huya-Kouadio
tasks for custom builds.
2020-11-20Export: Reorder options for consistency across platformsRémi Verschelde
2020-11-18Fix zipalign command name on Windows machines.Fredia Huya-Kouadio
2020-11-14Merge pull request #43526 from m4gr3d/address_new_custom_build_logic_issuesRémi Verschelde
Address new custom build logic issues
2020-11-14Add missing zip alignment step for generated apks.Fredia Huya-Kouadio
2020-11-14Fix issue causing `Export all` to fail.Fredia Huya-Kouadio
2020-11-14Clear unneeded assets when generating an apk expansion.Fredia Huya-Kouadio
Clean up export wording to account for the different export formats.
2020-11-14Added the .jks file extension as valid preset for Android keystore filesMarcus Brummer
2020-11-13Remove duplicate Android `orientation` settings.Fredia Huya-Kouadio
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-28Release .build_version file handle in Android custom build exportPouleyKetchoupp
2020-10-23Fix android apk contents having mtime 1 month in futureMark Riedesel
minizip documentation describes tm_mon as expecting the number of months since January - [0, 11], but the month returned by OS.get_date() is in the range of [1, 12].
2020-09-28Merge pull request #41385 from m4gr3d/fix_splash_loading_masterRémi Verschelde
Fix splash screen loading on Android
2020-09-05Adds PCK encryption support (using script encryption key for export).bruvzg
Change default encryption mode from ECB to CFB.
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-08-19Fix splash screen loading on AndroidFredia Huya-Kouadio
2020-08-05Add 'Export App Bundle' to Android Export OptionsAman Jain
2020-07-27refactor apk signing into it's own methodAman Jain
2020-07-24Write an AndroidManifest.xml file to be merged with app module's manifest.Aman Jain
2020-07-23Copy icons to Gradle projectAman Jain
2020-07-15Create strings.xml files in the gradle project to handle localizationAman Jain
2020-07-10Add override keywords.Marcel Admiraal
2020-07-10Merge pull request #40244 from amanj120/forward_port_bundle_pr_permissionsRémi Verschelde
Refactor permissions and command line flags into separate methods
2020-07-09Refactor permissions and command line flags into separate methodsAman Jain
2020-07-09Utility methods for writing files to Gradle project.Aman Jain
2020-07-03Remove String::find_last (same as rfind)Stijn Hinlopen
2020-06-27Fix the logic to enable focus awarenessFredia Huya-Kouadio
2020-06-04Add support for focus awarenessFredia Huya-Kouadio
2020-06-04Check if the specified Android release keystore existsMarcus Brummer
2020-06-01Fix inconsistent error messages with Android custom export templatesPouleyKetchoupp
2020-05-27Validate that `Use Custom Build` is enabled when `Plugins` are selectedFredia Huya-Kouadio
Remove `GodotPayment` from the default build template
2020-05-25Perform a clean Gradle build if android plugins changedMarcus Brummer
Fixes #38986
2020-05-18Update the permission string for the Oculus hand tracking to match the ↵Fredia Huya-Kouadio
latest api update
2020-05-17Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-04-28Merge pull request #37193 from madmiraal/fix-android-export-unicode-errorsRémi Verschelde
Fix Android export throwing Unicode errors.
2020-04-24Fix detection logic for the Android sdk pathFredia Huya-Kouadio
The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
2020-04-13Validate supported architectures when exporting to AndroidSkyJJ
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-23Adding missing include guards to header files identified by LGTM.Rajat Goswami
This addresses the issue godotengine/godot#37143
2020-03-20Fix Android export throwing Unicode errors.Marcel Admiraal
2020-03-05Re-architecture of the Godot Android plugin.fhuya
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-23Fix suspicious | and + operatorsRafał Mikrut
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-14Remove incomplete battery status/power APIRémi Verschelde
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD