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2018-04-26Fix _export_begin not being called when exporting to androidIgnacio Etcheverry
2018-04-22Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio
2018-03-20Fix getting Android device informationvolzhs
Fix #17644
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-01-16Make remote FS work with GDNative on AndroidRuslan Mustakov
.so files are added to the .apk when remote FS is used.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Increase sleep time for android export threadBernhard Liebl
2017-12-12Updated Linux template extensions to match architecture.Nathan Warden
2017-12-10Fix crash on Android exportPedro J. Estébanez
Caused by a zero-length command-line segment. Fixes #14343.
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-24Allow to specify multiple resolution Android iconsRuslan Mustakov
2017-11-21Proper GDNative export on AndroidRuslan Mustakov
2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde
Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-17EditorSettings: Rename settings_path to settings_dirRémi Verschelde
Also to prepare for upcoming refactoring for XDG support.
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-10-05Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky
to has_setting. Fixes #11844
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-31Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde
Make GDNative work on Android
2017-08-30Fix pre-Lollipop (21) Android debugPedro J. Estébanez
Namely, automatically pick debug over Wi-Fi for devices with an older release and debug over USB otherwise. A message is printed both in editor output window and console (uppercase here) to let the user know about what mechanism is being used and why.
2017-08-30Fix parsing of Android API levelPedro J. Estébanez
And renaming the `Device.release` field to `api_level` for correctness.
2017-08-30Make GDNative work on AndroidRuslan Mustakov
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
2017-08-29Fix export of 32 Bits Framebuffer optionHenrik Andersson
2017-08-29Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde
Sanitize Android debug
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-22Make Android debug over USB the only optionPedro J. Estébanez
'Remote debug over ADB' is removed as that will be always the case.
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-21Fixes for new two-dash long command line argumentsRémi Verschelde
- Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
2017-08-19Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky
main.cpp and help cleanup"
2017-08-19Fixes for new two-dash long command line argumentsRémi Verschelde
- Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
2017-08-01Merge pull request #9838 from RandomShaper/android-arm64Rémi Verschelde
Add support for ARMv8 (64-bit) on Android
2017-07-27Fix Android debug/runPedro J. Estébanez
- Prefix all __adb__ commands with device specification to avoid errors when multiple devices connected. - Include Android release in device data collection. - Force system user:. - Ability to enable/disable. - Apply only if OS release >= 17 (when multiuser was introduced. - Fix argument passing. - Rename local variable `port` to `dbg_port` to better match its partner `fs_port`. - Fix typo in error message.
2017-07-25Add support for ARMv8 (64-bit) on AndroidPedro J. Estébanez
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-06-27Use custom native-run icons for Android and HTML5L. Krause
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-10Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-10Fix crash on exit.Andreas Haas
First it crashed in the thread that checks for android devices, then in the audio driver.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-24Fix wrong name for Android exportvolzhs
2017-03-23Several fixes to Android exporter and port.Juan Linietsky
Android seems to be working again!
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