Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-12-02 | Initialize class/struct variables with default values in platform/ and editor/ | Rafał Mikrut | |
2020-11-22 | Update gradle build files to automatically perform signing and zipalign ↵ | Fredia Huya-Kouadio | |
tasks for custom builds. | |||
2020-11-20 | Export: Reorder options for consistency across platforms | Rémi Verschelde | |
2020-11-18 | Fix zipalign command name on Windows machines. | Fredia Huya-Kouadio | |
2020-11-14 | Merge pull request #43526 from m4gr3d/address_new_custom_build_logic_issues | Rémi Verschelde | |
Address new custom build logic issues | |||
2020-11-14 | Add missing zip alignment step for generated apks. | Fredia Huya-Kouadio | |
2020-11-14 | Fix issue causing `Export all` to fail. | Fredia Huya-Kouadio | |
2020-11-14 | Clear unneeded assets when generating an apk expansion. | Fredia Huya-Kouadio | |
Clean up export wording to account for the different export formats. | |||
2020-11-14 | Added the .jks file extension as valid preset for Android keystore files | Marcus Brummer | |
2020-11-13 | Remove duplicate Android `orientation` settings. | Fredia Huya-Kouadio | |
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-10-28 | Release .build_version file handle in Android custom build export | PouleyKetchoupp | |
2020-10-23 | Fix android apk contents having mtime 1 month in future | Mark 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]. | |||
2020-09-28 | Merge pull request #41385 from m4gr3d/fix_splash_loading_master | Rémi Verschelde | |
Fix splash screen loading on Android | |||
2020-09-05 | Adds 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 | |
2020-08-19 | Fix splash screen loading on Android | Fredia Huya-Kouadio | |
2020-08-05 | Add 'Export App Bundle' to Android Export Options | Aman Jain | |
2020-07-27 | refactor apk signing into it's own method | Aman Jain | |
2020-07-24 | Write an AndroidManifest.xml file to be merged with app module's manifest. | Aman Jain | |
2020-07-23 | Copy icons to Gradle project | Aman Jain | |
2020-07-15 | Create strings.xml files in the gradle project to handle localization | Aman Jain | |
2020-07-10 | Add override keywords. | Marcel Admiraal | |
2020-07-10 | Merge pull request #40244 from amanj120/forward_port_bundle_pr_permissions | Rémi Verschelde | |
Refactor permissions and command line flags into separate methods | |||
2020-07-09 | Refactor permissions and command line flags into separate methods | Aman Jain | |
2020-07-09 | Utility methods for writing files to Gradle project. | Aman Jain | |
2020-07-03 | Remove String::find_last (same as rfind) | Stijn Hinlopen | |
2020-06-27 | Fix the logic to enable focus awareness | Fredia Huya-Kouadio | |
2020-06-04 | Add support for focus awareness | Fredia Huya-Kouadio | |
2020-06-04 | Check if the specified Android release keystore exists | Marcus Brummer | |
2020-06-01 | Fix inconsistent error messages with Android custom export templates | PouleyKetchoupp | |
2020-05-27 | Validate that `Use Custom Build` is enabled when `Plugins` are selected | Fredia Huya-Kouadio | |
Remove `GodotPayment` from the default build template | |||
2020-05-25 | Perform a clean Gradle build if android plugins changed | Marcus Brummer | |
Fixes #38986 | |||
2020-05-18 | Update the permission string for the Oculus hand tracking to match the ↵ | Fredia Huya-Kouadio | |
latest api update | |||
2020-05-17 | Implementation of the Godot Android Plugin configuration file | Fredia Huya-Kouadio | |
2020-05-14 | Style: Enforce braces around if blocks and loops | Rémi Verschelde | |
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html | |||
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi 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. | |||
2020-05-10 | Style: clang-format: Disable AllowShortIfStatementsOnASingleLine | Rémi 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. | |||
2020-04-28 | Merge pull request #37193 from madmiraal/fix-android-export-unicode-errors | Rémi Verschelde | |
Fix Android export throwing Unicode errors. | |||
2020-04-24 | Fix detection logic for the Android sdk path | Fredia 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) | |||
2020-04-13 | Validate supported architectures when exporting to Android | SkyJJ | |
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-03-23 | Adding missing include guards to header files identified by LGTM. | Rajat Goswami | |
This addresses the issue godotengine/godot#37143 | |||
2020-03-20 | Fix Android export throwing Unicode errors. | Marcel Admiraal | |
2020-03-05 | Re-architecture of the Godot Android plugin. | fhuya | |
2020-02-26 | Reimplement 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`. | |||
2020-02-23 | Fix suspicious | and + operators | Rafał Mikrut | |
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky | |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | |||
2020-02-14 | Remove incomplete battery status/power API | Rémi 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. | |||
2020-02-13 | Remove obsolete GLES3 backend | Rémi 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! |