Age | Commit message (Collapse) | Author |
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- Add runtime check and abort when the device doesn't meet the requirements for vulkan support
- Add filters to the AndroidManifest when exporting with a vulkan renderer
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The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
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m4gr3d/fix_godot_android_editor_4_crash_after_running_game
Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
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the launched and running game
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
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Update the logic to calculate the screen scale on Android
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Takes into account the ratio between the screen size and the default window dimensions.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Fix ambiguous touch input events on Android
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there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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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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Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
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Boolean stringification changed in Godot 4.0.
Fixes #67034.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
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Cleanup of the Android cursor shape logic
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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Fix issue causing the project manager to crash because of missing path argument
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In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
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Fix the bug causing the editor to crash when running the project.
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The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached.
This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
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- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
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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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- 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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Add a method for obtaining display cutouts on Android
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Windows.
Implement TextServer word break method.
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Remove superfluous null check
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Replace index iterators with for each loops.
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