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2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-30Replace the android.defaultConfig.applicationId in build.gradle with the ↵fhuya
package/unique_name.
2019-12-22i18n: Sync translations with Weblate + update templateRémi Verschelde
Also fix a few stray clang-format formatting errors that passed through CI unnoticed.
2019-12-17Fix crash on Android with no manifest permissions.Fabio Alessandrelli
API allows for null array of permissions. It is now normalized with an empty array.
2019-12-14Add GodotNetUtils Java class for Android.Fabio Alessandrelli
Provides access to a MulticastLock. As specified by the Android API, broadcast/multicast packets may be filtered on some phones unless the application explicitly acquires a "MulticastLock".
2019-11-22Style: Add missing copyright headersRémi Verschelde
2019-10-22Add request permission automatically at androidCagdas
2019-10-22Merge pull request #32858 from m4gr3d/expand_singleton_base_apiRémi Verschelde
Add `View SingletonBase#onMainCreateView(Activity activity)` api
2019-10-18Add `View onMainCreateView(Activity activity)` api to the ↵Fredia Huya-Kouadio
`Godot.SingletonBase` class. The new api allows plugins to define and provide their views for inclusion in the Godot Android view hierarchy.
2019-10-12Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2019-10-04Adds Pen support for AndroidAlexander Holland
2019-10-03Android: Fix manifest parsing and APK names in export codeRémi Verschelde
A better fix would be to make Godot's export code properly parse the tag over multiple lines (and maybe even use XMLParser instead of doing it ad-hoc?). As for the APK names, we could alternatively pick the first .apk found in the `debug` and `release` folders without expecting a specific name. Fixes #32414.
2019-09-24Merge pull request #32269 from m4gr3d/improve_build_timeRémi Verschelde
Update the Godot gradle build tasks to provide additional flexibility
2019-09-24Updates the Godot gradle tasks to enable manual runs of the `scons` command.fhuya
Example: To generate for the `release` build target and for the `armv7`, `arm64v8` and `x86` architectures, run the commands: ``` cd godot scons -j4 platform=android target=release android_arch=armv7 scons -j4 platform=android target=release android_arch=arm64v8 scons -j4 platform=android target=release android_arch=x86 cd platform/android/java ./gradlew generateGodotTemplates ``` Notes: - The generated build templates will be located in the `godot/bin` directory (i.e: `android_debug.apk`, `android_release.apk`, `android_source.zip`). - The gradle command will only generate templates for the target(s) with available native shared libraries. For example, running the commands above will only generate the `android_release.apk` and `android_source.zip` files. To delete the generated artifacts, the following commands can be used: ``` cd platform/android/java ./gradlew cleanGodotTemplates ```
2019-09-24Fix copyright headers and style issuesRémi Verschelde
2019-09-23Merge pull request #32250 from lawnjelly/android-keyboard2Rémi Verschelde
Fix Android keyboard crash with left cursor
2019-09-23Fix Android keyboard crash with left cursorlawnjelly
Fixes #32168. Previously we were returning all key up and key down messages as unhandled to the OS. This was resulting in crashes on certain keypresses (left cursor), for undetermined reason. This PR defaults all key up and keydown messages to be returned as handled by Godot, except those explicitly coded as exceptions (currently volume keys only).
2019-09-19Add new events and accompanying logic to notify when the app is paused and ↵fhuya
resumed on Android devices.
2019-09-04Split the Android platform java logic into an Android library module (`lib`) ↵fhuya
and an application module (`app`). The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
2019-08-27Merge pull request #31709 from akien-mga/android-fix-thirdpartyRémi Verschelde
Android: Fix another regression with Secure.ANDROID_ID, and fix formatting and documentation of thirdparty code
2019-08-27Merge pull request #31713 from volzhs/fix-vibrateRémi Verschelde
Suppress MissingPermission warning for Android vibration
2019-08-27Android: Sync Google billing library with upstream, unmodifiedRémi Verschelde
Synced with https://github.com/googlesamples/android-play-billing/commit/7a94c6905a9c125518354c216b5c3094fde47ce1.
2019-08-27Suppress MissingPermission warning for Android vibrationvolzhs
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.
2019-08-27Android: Reapply custom changes to Google expansion.downloader libRémi Verschelde
I don't know why they're needed, but readding for now to keep things working as they were.
2019-08-27Android: Resync Google expansion.downloader library with upstream, unmodifiedRémi Verschelde
Synced with https://github.com/google/play-apk-expansion/commit/9ecf54e5ce7c5a74a2eeedcec4d940ea52b16f0e.
2019-08-27Android: Reapply changes to Google licensing lib from #24145Rémi Verschelde
But document them better this time.
2019-08-27Android: Resync Google licensing lib with upstream, unmodifiedRémi Verschelde
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.
2019-08-27Android: Fix another regression with Secure.ANDROID_IDRémi Verschelde
Regression from #24145, which was missed in #28146.
2019-08-27Android: Style fixes to manifest and build.gradleRémi Verschelde
2019-08-27Android: Bump gradle version to 5.1.1Rémi Verschelde
Matching changes made in #31521 and #31547 but only in the Jetbrains IDE config.
2019-08-26Update the fallback input mapping for the Oculus mobile devices.fhuya
2019-08-21Merge pull request #31437 from volzhs/vibrate-mobileRémi Verschelde
Support vibration for Android and iOS
2019-08-21Support vibration for Android and iOSvolzhs
2019-08-20Shut down Godot processes on app exit.fhuya
2019-07-02Make the meta-data name attribute settable. This will facilitate reuse for ↵fhuya
ARCore integration.
2019-07-02Merge pull request #29824 from m4gr3d/add_ovr_exportRémi Verschelde
Add XR mode selection to the Android export process.
2019-07-02Add XR mode selection to the Android export process.fhuya
2019-06-21Fix some keyboards not working with Androidlawnjelly
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.
2019-05-30Setup Godot to support the Oculus Mobile SDK.fhuya
2019-05-28Android: Include Joysticks/Gamepads which are available on app start.wombatstampede
2019-05-25Git: Explicitly list binary files as such to avoid EOL changeRémi Verschelde
text=auto works well in Git 2.10+ but it's broken in previous versions, which are still used in production on e.g. Ubuntu 16.04 LTS. Also fix a couple missed text files with CRLF terminators. .bat files likely require it to be processed properly on Windows, but core.autocrlf should take care of converting them on the fly when checking out on Windows.
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-05-09Change "ID" to lowercase "id"Aaron Franke
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.
2019-04-24Rename wrong field.Juan Linietsky
2019-04-24Remove forgotten strings in configuration filesJuan Linietsky
2019-04-07Android now (optionally) builds the template when exportingJuan Linietsky
Added new way to create add-ons Removed old way to create add-ons
2019-04-19Merge pull request #28164 from BastiaanOlij/AndroidCameraPermissionRémi Verschelde
Add camera permissions to android
2019-04-18Add camera permissions to androidBastiaan Olij
2019-04-18Fix get_unique_id() on Androidvolzhs
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
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).