Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-09-08 | Use current androidx Fragment library instead of legacy libraries | Marcel Admiraal | |
2021-09-01 | Add support for adding plugin views behind the main view on Android | PouleyKetchoupp | |
Doesn't change the default behavior, but allows plugins to add their view behind the main view, which gives more control over what happens with inputs and can be useful along with transparent rendering. | |||
2021-08-22 | Replace HTTP links with HTTPS for sites with HTTPS versions | Aaron Franke | |
2021-08-21 | Check if vibration duration is > 0 on Android | Marcus Brummer | |
2021-08-18 | Delegate handling and implementation of the restart functionality to the ↵ | Fredia Huya-Kouadio | |
Godot host. | |||
2021-08-16 | Add 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. | |||
2021-08-13 | Switch to input buffering on Android | Pedro J. Estébanez | |
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing. As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less. `AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate). Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread. | |||
2021-08-12 | Resolve issue where the Godot app remains stuck when resuming. | Fredia Huya-Kouadio | |
This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed. The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew. The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated. | |||
2021-08-12 | Properly finishes Godot's Android activity when destroyed by the system | Marcus Brummer | |
2021-07-25 | Fix various typos with codespell | luz paz | |
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint` | |||
2021-07-06 | Merge pull request #50220 from madmiraal/fix-50125 | Rémi Verschelde | |
Queue the calls to GodotLib.key when Android virtual done is pressed | |||
2021-07-06 | Remove Android onKeyMultiple override | Marcel Admiraal | |
2021-07-06 | Queue the calls to GodotLib.key when Android virtual done is pressed | Marcel Admiraal | |
2021-07-06 | Merge pull request #50107 from madmiraal/android-use-lambdas | Rémi Verschelde | |
Replace single method anonymous classes with lambdas in Godot Java code | |||
2021-07-03 | Use static inner classes in Godot Java code | Marcel Admiraal | |
2021-07-03 | Replace single method anonymous classes with lambdas in Godot Java code | Marcel Admiraal | |
2021-07-02 | Merge pull request #50085 from madmiraal/android-replace-stringbuffer | Rémi Verschelde | |
Use StringBuilder instead StringBuffer in Godot Java code | |||
2021-07-02 | Merge pull request #50083 from madmiraal/android-fix-raw-use | Rémi Verschelde | |
Fix raw use of parameterized Class | |||
2021-07-02 | Remove redundant explicit types in Godot Java code | Marcel Admiraal | |
2021-07-02 | Use StringBuilder instead StringBuffer in Godot Java code | Marcel Admiraal | |
2021-07-02 | Merge pull request #50078 from madmiraal/android-remove-unused-imports | Rémi Verschelde | |
2021-07-02 | Fix raw use of parameterized Class | Marcel Admiraal | |
2021-07-02 | Remove unused imports from Android Java code | Marcel Admiraal | |
2021-07-02 | Merge pull request #50074 from madmiraal/android-replace-c-array | Rémi Verschelde | |
Use Java array declarations not C-style declarations in Android Java code | |||
2021-07-02 | Merge pull request #50072 from madmiraal/android-remove-interface-modifiers | Rémi Verschelde | |
Remove redundant interface modifiers from Android Java code | |||
2021-07-02 | Use Java array declarations not C-style declarations in Android Java code | Marcel Admiraal | |
2021-07-02 | Remove redundant interface modifiers from Android Java code | Marcel Admiraal | |
2021-07-02 | Remove unnecessary semicolons from Android Java code | Marcel Admiraal | |
2021-06-30 | Fix unchecked call to put() warning in GodotInputHandler.java | Marcel Admiraal | |
2021-06-10 | Merge pull request #49435 from madmiraal/add-android-external-dir | Rémi Verschelde | |
Add OS.get_external_data_dir() to get Android external directory | |||
2021-06-10 | Add OS.get_external_data_dir() to get Android external directory | Marcel Admiraal | |
2021-06-10 | Remove unused AudioDriverAndroid from Android | Marcel Admiraal | |
2021-06-07 | Style: Cleanup uses of double spaces between words | Rémi Verschelde | |
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot. | |||
2021-05-24 | Fixed screen orientation on Android | Szymon Majewski | |
2021-05-19 | Android: Add support for cursor icons | thebestnom | |
2021-04-12 | Add support for forwarding callbacks from Godot's parent activity. | Fredia Huya-Kouadio | |
2021-04-09 | Fix issue causing the response callback to be invoked with the invalid ↵ | Fredia Huya-Kouadio | |
`requestCode` and deprecate support for forwarding callbacks from Godot's parent activity. | |||
2021-03-18 | Fixes on android: | Bastiaan Olij | |
- creating Vulkan context instead of OpenGL - checking for validity of ENV in wrapper classes - fix for access to JavaVM from threads | |||
2021-03-17 | Fix onMainRequestPermissionsResult callback for Android plugins. | Fredia Huya-Kouadio | |
2021-03-16 | Enable `doNotStrip` when doing development/debugging within Android Studio | Fredia Huya-Kouadio | |
2021-03-16 | Leverage java annotations to simplify the logic used to register the Godot ↵ | Fredia Huya-Kouadio | |
plugin methods. | |||
2021-02-26 | Update 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. | |||
2021-02-24 | Merge pull request #46381 from m4gr3d/update_godot_fragment_lifecycle_master | Rémi Verschelde | |
Update the initialization timeline for the Godot fragment | |||
2021-02-24 | Update the initialization timeline for the Godot fragment to be more ↵ | Fredia Huya-Kouadio | |
consistent with the previous activity based timeline. | |||
2021-02-24 | Add logic to record the version of the Godot engine for the Android platform. | Fredia Huya-Kouadio | |
2021-02-17 | Add missing `ndkVersion` to the library gradle build config. | Fredia Huya-Kouadio | |
2021-02-15 | Expose GodotPlugin's utility methods used for registration and signal emitting. | Fredia Huya-Kouadio | |
This enables creation and use of a plugin like class by composition rather than inheritance. | |||
2021-02-09 | Fix joystick axis mapping issues with NVIDIA shield. Probably others. | Michael Conrad | |
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 | |||
2021-01-30 | add search extensions for scons' path | zaevi | |
2021-01-12 | CI: Update to clang-format 11 and apply ternary operator changes | Rémi Verschelde | |