Age | Commit message (Collapse) | Author |
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Android: Fix another regression with Secure.ANDROID_ID, and fix formatting and documentation of thirdparty code
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It does check its permission every `vibrate_handheld()` calls.
Vibrate permission is added by checking it on export settings.
And there are some changes for deprecated method.
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I don't know why they're needed, but readding for now to keep things
working as they were.
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Synced with https://github.com/google/play-apk-expansion/commit/9ecf54e5ce7c5a74a2eeedcec4d940ea52b16f0e.
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But document them better this time.
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It had been synced with style changes (spaces -> tabs), not sure why
I accepted to merge it this way back then...
Synced with https://github.com/google/play-licensing/commit/eb57657f666363914085cdde49d875cf49f5ab06,
same as before.
Custom-changes will be reapplied in the next commit, if relevant.
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Regression from #24145, which was missed in #28146.
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Support vibration for Android and iOS
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Add XR mode selection to the Android export process.
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Fixes #17004
Currently the keydown and keyup messages are handled with method like this:
if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
|| (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
|| (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
// joystick input
}
else
{
// keyboard input
}
The constant for SOURCE_DPAD is 513
10 0000 0001
and the constant for SOURCE_KEYBOARD is 257
1 0000 0001
However, rather confusingly, for many keyboards the source sent by android is 769
11 0000 0001
Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
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Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
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Add camera permissions to android
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Bonus:
Remove useless old code about reload hooks
Fixes #22955.
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from main thread so InputMethodManager can't be used directly.
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Happy new year to the wonderful Godot community!
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With `sed -i $(rg -l '[[:blank:]]*$' -g'!thirdparty') -e 's/[[:blank:]]*$//g'`
(+ manual revert of some thirdparty code under `platform/android`).
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cherry-picked from fb5a601217eed9da6c9b4260c3dfc775abee2733
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OpenGL debugging on Android export.
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Credit goes to @vanyasem https://github.com/vanyasem/Godot-AndroidPermissions
But this is a much needed feature to support Android beyond API 21.
Fixed style errors again.
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Input source types are not pure bit flags, they are combinations of
flags, so != 0 check was incorrect and resulted in crashes later, when
trying to obtain the device.
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- Add a iap_connect and iap_disconnect events for android platform.
- Add isConnected() function returning true if its connected to android service, false otherwise
(cherry picked from commit 546b48813f2b75481d846957275f6d4eecd8de3c)
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Command line options were refactored for 3.0 to follow the common usage
of double-dashed long options, but `--main-pack` went through the cracks.
Fixes #16533.
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As it turns out, onTextChanged supplies a mutable CharSequence, which
lead to crashes or unexpected behaviour when input was coming faster
than it was processed.
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Fix #11798
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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Only those from org/godotengine/godot though, not the thirdparty ones.
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