Age | Commit message (Collapse) | Author |
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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This is necessary to separate subsequent uploads to the Google Play store as each upload needs to increment the version code.
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Fix the bug causing the editor to crash when running the project.
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This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
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Starting in August 2022, new apps will need to target API level 31 (Android 12) or higher and adjust for behavioral changes.
Read more here: https://developer.android.com/google/play/requirements/target-sdk
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Ensure Android Java and Kotlin compile to the same version
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- Using a bucketized approach to select the editor scale in order to avoid too high values
- Add default app dimensions: used on Android devices with free floating app windows to set the default app frame
- Add ability to launch the Game window in an adjacent frame when in multi window mode
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- Unlock resizing for the Godot Editor
- Add an option to specify whether a game is resizeable for the Godot template
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These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.
Co-authored-by: thebestnom <shoval.arad@gmail.com>
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