Age | Commit message (Collapse) | Author |
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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OpenJDK 8 has been working well for exporting to Android
for a while now, so it can be recommended instead of OpenJDK 6.
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- gdscript
- gdscript_compiler
- regex
- android/export
- gles3/rasterizer (scene and storage)
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Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
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Use it to provide a better example for application identifiers
on Android, iOS and macOS, where users thought they *had* to use
this as a magic token.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Initialised relevant variables before stating thread,
to prevent a branch on uninitialised data.
Fixed race condition in polling that could miss a device change.
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Instead of editing the placeholder permissions actually write new ones.
This should solve the privacy statement problems for the Play store.
This means we also no longer need to placeholder permissions in the
template.
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Fix #17644
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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.so files are added to the .apk when remote FS is used.
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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.
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Happy new year to the wonderful Godot community!
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Caused by a zero-length command-line segment.
Fixes #14343.
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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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.
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Add support for XDG Base Directory spec
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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.
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Also to prepare for upcoming refactoring for XDG support.
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to has_setting. Fixes #11844
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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Make GDNative work on Android
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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.
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And renaming the `Device.release` field to `api_level` for correctness.
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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.
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Sanitize Android debug
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'Remote debug over ADB' is removed as that will be always the case.
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- 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
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main.cpp and help cleanup"
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- 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
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Add support for ARMv8 (64-bit) on Android
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