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2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
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.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-19Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky
2017-01-25Removed import/export system, will start new one from scratch.Juan Linietsky
2017-01-16#7215 try to fix adb bad targeting user on deviceJerome67000
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-05Editor settings categories are now tidy and beautiful!Juan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-11-08Make Android export quicker (especially on Windows)Pedro J. Estébanez
2016-09-21Fix manifest generation bug in Android exportPedro J. Estébanez
2016-08-13Fix some comparisons between signed and unsigned integersJohan Manuel
2016-08-13Remove some unused variablesJohan Manuel
2016-07-21Minor code formatting in platform/androidMario Schlack
2016-07-19Fixed properly not save signals that already exist in their base scenes, ↵Juan Linietsky
closes #5656
2016-06-27Make Android build smarter (SCons + Gradle)Pedro J. Estébanez
Upgrade Gradle and Android plugin for Gradle Disable all signing and zip-aligning for the export templates Give correct names to generated APKs Put .so files built by SCons right where Gradle has to pick them according to arch & build type Downgrade NDK platform to 14 to match minSdkVersion
2016-06-23Merge pull request #5235 from volzhs/fix-android-exportRémi Verschelde
fix errors while exporting android
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-16fix errors while exporting androidvolzhs
2016-06-15Handle tmp files properly on Android exportPedro J. Estébanez
2016-06-13Zip-align exported APKPedro J. Estébanez
2016-06-11Fix typoPedro J. Estébanez
2016-06-11Keep certain assets uncompressed on Android exportPedro J. Estébanez
2016-06-07-Heavily improved editor startup and exit performanceJuan Linietsky
2016-04-28Move export GUI debug toggle to export settings windoweska
2016-03-20Merge pull request #4105 from akien-mga/pr-android-shutdown-adbRémi Verschelde
Expose android/shutdown_adb_on_exit parameter
2016-03-20Expose android/shutdown_adb_on_exit parameter and default to trueRémi Verschelde
It was added in 30d0ca9 for the Steam build but only enabled when parsing a ._sc_ file that would define it. It is now available for all users to toggle, in and outside of Steam. Fixes #4073.
2016-03-18Add -r flag to adb install for keep app user datasanikoyes
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-27added [presets] to ._sc_ and "android/shutdown_adb_on_exit" to editor_settingsAriel Manzur
2016-01-20fix export bugJuan Linietsky
2016-01-20-Remote deploy now uses FS over USB on Android, super fast!Juan Linietsky
2016-01-08Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky
org.godotengine.godot
2015-11-30Add way to look for templates at system wide level tooest31
Useful for everybody wanting to package godot. Fixes #1026. -> Retain the old behaviour: path in error msg only when exporting. -> User templates override system templates
2015-11-14Skip META-INF from Android Templatemasoud bh
2015-09-20Ability to visually debug geometry visually:Juan Linietsky
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
2015-08-06-Merged the file server with the live editing and remote debugJuan Linietsky
-It is now really easy to deploy an android build with debug, and debug it
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
2015-05-01-fixed godot icon for androidJuan Linietsky
-added a genname option to generate the name of android app
2015-05-01-option to select arm and x86 architectures on android export (will not work ↵Juan Linietsky
with current templates, you have to make new and include both x86 and arm support)
2015-05-01-Fixed android export options (screen sizes, orientation should work)Juan Linietsky
-added functions to get mouse position in CanvasItem
2015-05-01-Fixes from source code analyzizer, closes #1768Juan Linietsky
2015-04-20-Changed Godot exit to be clean.Juan Linietsky
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
2015-04-17-Added android immersive mode, fixes #303Juan Linietsky
2015-04-02Beta1 Attempt #1Juan Linietsky
-=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1
2015-03-31Option in Android export to use 32 bits buffer.Juan Linietsky
2014-12-07More FixesJuan Linietsky
-=-=-=-=-= -Bug in saving multinline text in xml fixed. #925 -typo in android export fixed. #930
2014-11-123D Import Import & UDPJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.