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path: root/platform/android/java/app/AndroidManifest.xml
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2022-01-26Fix XR Android manifest metadataFredia Huya-Kouadio
- Adds the parameters for supported Meta devices, which is required to access some device specific capabilities - Remove the 'com.samsung.android.vr.application.mode' metadata
2021-12-09Merge pull request #55767 from m4gr3d/config_hand_tracking_frequency_masterRémi Verschelde
2021-12-09Add support for configuring the xr hand tracking frequency modene0fhyk
2021-12-09Enable configuration of the `android:excludeFromRecents` activity attribute.Fredia Huya-Kouadio
2021-11-20Add support for OpenXR export configurations.Fredia Huya-Kouadio
2021-08-27Update the AndroidManifest to enable access to Oculus OpenXR runtime.ne0fhyk
2021-08-16Add partial support for Android scoped storage.ne0fhyk
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30. In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-12Add support for prompting the user to retain app data on uninstall.Fredia Huya-Kouadio
Supported on Android 10 and higher.
2021-07-01Android: Add `isGame` application attribute, default to trueRémi Verschelde
It can be turned off in the export preset with `package/classify_as_game`. Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame > `android:isGame` > > Whether or not the application is a game. The system may group together > applications classifed as games or display them separately from other > applications. Also fixes replacing `android:allowBackup` in custom builds.
2021-04-26Remove deprecated xr features properties. These properties are now provided ↵Fredia Huya-Kouadio
directly by the plugin.
2021-02-26Update the logic to load Godot Android plugins packaged into the binary.Fredia Huya-Kouadio
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
2021-02-24Add logic to record the version of the Godot engine for the Android platform.Fredia Huya-Kouadio
2020-08-19Fix splash screen loading on AndroidFredia Huya-Kouadio
2020-06-27Fix the logic to enable focus awarenessFredia Huya-Kouadio
2020-06-04Add support for focus awarenessFredia Huya-Kouadio
2020-05-17Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio
2020-03-05Re-architecture of the Godot Android plugin.fhuya
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!
2020-01-14Add support for Android adaptive icons.Bruno Lourenço
2019-10-03Android: Fix manifest parsing and APK names in export codeRémi Verschelde
A better fix would be to make Godot's export code properly parse the tag over multiple lines (and maybe even use XMLParser instead of doing it ad-hoc?). As for the APK names, we could alternatively pick the first .apk found in the `debug` and `release` folders without expecting a specific name. Fixes #32414.
2019-09-04Split the Android platform java logic into an Android library module (`lib`) ↵fhuya
and an application module (`app`). The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').