Age | Commit message (Collapse) | Author |
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Add OS.get_external_data_dir() to get Android external directory
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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`requestCode` and deprecate support for forwarding callbacks from Godot's parent activity.
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- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
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plugin methods.
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The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
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consistent with the previous activity based timeline.
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This enables creation and use of a plugin like class by composition rather than inheritance.
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Issues addressed:
a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.
The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.
b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.
If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.
c) Unnecessary events were being sent to the Godot engine.
A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".
See #45712
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Fixes #43519.
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Change android orientations from sensor to user
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# Conflicts:
# platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
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Support mouse events on Android
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Implement mouse
Move touch to inputManager
Change to use android/input.h
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godotengine/revert-40671-virtual-keyboard-height-fix
Revert "Fix virtual keyboard height regression"
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godotengine/revert-40484-android-virtual-keyboard-adjustment
Revert "Disable virtual keyboard focus adjustment on Android"
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Fix code format scripts compat with non-GNU Unices
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It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.
And improve it to also remove trailing tabs, not just spaces.
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Fix virtual keyboard height regression
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Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
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Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.
In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
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Fixes #37190
The default adjustment setting was causing the view to pan down in order
to adjust the focus on the text content.
We don't need any focus adjustment since we're using a fixed size window
for our application.
Documentation:
https://developer.android.com/reference/android/view/WindowManager.LayoutParams#SOFT_INPUT_ADJUST_NOTHING
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command line arguments
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Proper surface reset when resuming app on Android
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Just re-creating the window instead of restarting the app entirely.
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Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.
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Fix Android LineEdit editing bugs
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