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2016-01-24support gamepad remapping on androidhondres
2016-01-16Add ability to set "keep screen on" for androidvolzhs
2016-01-11Update copyright in remaining files + prints in the UIRémi Verschelde
2016-01-08Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky
org.godotengine.godot
2016-01-08-Removed ANT build system for Android, as it was deprecated by GoogleJuan Linietsky
-Added new Gradle build system, as it is the required build system
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-02-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky
FBOs so all 2D shader effects should now work in every single Android device.
2015-11-21tegra 3 fixmikica1986vee
2015-11-19Merge pull request #2518 from masoudbh3/godot-iconsJuan Linietsky
Add icon to exe file in windows export
2015-11-18Merge pull request #2814 from masoudbh3/android-fa-localeJuan Linietsky
Android add FA(persian) locale strings
2015-11-19Android add FA(persian) locale stringsmasoud bh
2015-11-09Add icon to exe file in windows exportmasoud bh
add version_info and icon sections in "export to windows platform". add version_info and icon to godot exe file (editor & template exe). fix an problem in image class. change all default icons to android export icon (a little more rounded). create an python script for convert file to cpp byte array for use in 'splash.h'.
2015-10-28improve android paymentsvolzhs
GodotPaymentV3 currently consumes purchased item right after purchasing. But, some in-app item should not consume like "remove ads permanently" So, I added "setAutoConsume(boolean)", "requestPurchased()", "consume(sku_string)". AutoConsume is true by default as before. usage: func _ready(): var payment = Globals.get_singleton("GodotPayments") payment.setPurchaseCallbackId(get_instance_ID()) payment.setAutoConsume(false) # default : true payment.requestPurchased() # callback : has_purchased payment.purchase("item_name") # callback : purchase_success, purchase_fail, purchase_cancel, purchase_owned payment.consume("item_name") # callback : consume_success func purchase_success(receipt, signature, sku): print("purchase_success : ", sku) func purchase_fail(): print("purchase_fail") func purchase_cancel(): print("purchase_cancel") func purchase_owned(sku): print("purchase_owned : ", sku) func consume_success(receipt, signature, sku): print("consume_success : ", sku) func has_purchased(receipt, signature, sku): if sku == "": print("has_purchased : nothing") else: print("has_purchased : ", sku)
2015-10-17Merge pull request #2203 from volzhs/fix_android_paymentsJuan Linietsky
Fix android payments
2015-09-03merged some stuff for okamJuan Linietsky
2015-06-29fix crash by payments when run on android 5.1.1 device.volzhs
(http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit)
2015-05-31Additional Fix for Multi-touch release problemKyle Luce
- Was duplicating the functionality of event.getActionIndex() but was missing the bitmask. - Switched back to getActionIndex() but kept the corrected getPointerId() from change #1980 https://github.com/okamstudio/godot/pull/1908
2015-05-15fix multitouch release problemvipsbpig
2015-05-01-fixed godot icon for androidJuan Linietsky
-added a genname option to generate the name of android app
2015-04-28fixes in handling of DirAccess for resource path on Android, fixes #1447Juan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-17-Added android immersive mode, fixes #303Juan Linietsky
2015-04-04Fixes the accelerometerMartho42
Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default.
2015-03-31Option in Android export to use 32 bits buffer.Juan Linietsky
2015-01-02-accelerometer precission changed to "GAME" (#1015)Juan Linietsky
2014-12-15Small batch of fixesJuan Linietsky
-=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
2014-12-02-Ability to ask for documents/pictures/etc system dirs.Juan Linietsky
-Fixes to animationplayer -fixes to collada importer
2014-09-023D Physics and Other StuffJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
2014-08-14Little BitsJuan Linietsky
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
2014-08-01Small Issues & MaintenanceJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
2014-07-062D Animation ImprovementsJuan Linietsky
-=-=-=-=-=-=-=-=-=--=-=-= -Ability to set 2D nodes as bones -Abity to set 2D nodes as IK chains -2D IK Solver -Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
2014-07-02Fixed Bugs & Joypad in AndroidJuan Linietsky
================================ -resolved many graphical glitches with multiple lights in GLES2 render -fixes and WIP apk expansion -joystick support for Android by Ariel
2014-06-27Misc FixesJuan Linietsky
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-04Add more callback for Godot.javamarynate
2014-05-28GodotPaymentV3.java was accidently deleted in latest commitmarynate
2014-05-24-Fixed bug in "extends"Juan Linietsky
2014-05-24Making Godot Easier to Use..Juan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-04-28-Added OpenSSL and HTTPS supportJuan Linietsky
-Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
2014-04-18-Fixed viewport stretch bugsJuan Linietsky
-Fixed input in viewport stretch bugs -Fixed tilemap pixel overlap (really?)
2014-04-14-Added google play services (needed for some stuff)Juan Linietsky
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
2014-04-06Move onKeyDown/onKeyUp from Godot to GodotViewsanikoyes
Press 'back' button should not terminate program, normal handle 'back' event in game logic
2014-04-06Merge branch 'master' into hotfix-android-unicode-ime-inputsanikoyes
2014-04-06Fixed Android crash by adding safety to the hideKeyboard() -function.sikakraa
2014-04-05-Support for changing fontsJuan Linietsky
-Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
2014-03-13Update GodotLib.javareduz
2014-03-13Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: modules/multiscript/register_types.cpp platform/android/java/src/com/android/godot/GodotLib.java
2014-03-13-fix bug in cache for atlas import/exportJuan Linietsky
-fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
2014-03-13fix enter keysanikoyes
2014-03-13fix android can't input unicode characterssanikoyes
fix hide soft keyboard by press 'back' button, then click current focus text edit/line edit control, soft keyboard won't show again add features: press enter key with line edit control will hide soft keyboard
2014-03-12fix android input doe's not work(line edit/text edit)sanikoyes