Age | Commit message (Collapse) | Author | |
---|---|---|---|
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. | |||
2021-03-12 | Non functional to non-functional | MrBrain295 | |
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 | |
2021-02-18 | Disable engine splash logic on Android; this is now handled by the Android ↵ | Fredia Huya-Kouadio | |
theme api. In addition, add support for scaling and applying filter to the splash screen on Android. One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up. | |||
2021-02-17 | Add missing `ndkVersion` to the library gradle build config. | Fredia Huya-Kouadio | |
2021-02-17 | Revert AGP to version 4.0.1 as a workaround to ↵ | Fredia Huya-Kouadio | |
https://issuetracker.google.com/issues/171235570 in version 4.1.x | |||
2021-02-18 | Android: Bump NDK version to 21.4.7075529 | Rémi Verschelde | |
This is what GitHub Actions now provide and they removed the previous 21.3.6528147. A bit annoying to have our hand forced this way but it's still 21.x so should be good to upgrade. | |||
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 | |||
2021-02-05 | Merge pull request #44949 from m4gr3d/specify_project_ndk_version | Rémi Verschelde | |
Improve the logic to compile for Android | |||
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 | |
2021-01-05 | Improve the logic to compile for Android by automatically detecting and ↵ | Fredia Huya-Kouadio | |
setting up the Android NDK if needed. | |||
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
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 🎆 | |||
2020-12-08 | Android: Allow Mouse Capture | thebestnom | |
2020-12-03 | fix android wrong multi-touch pointerid | alan-w-255 | |
Fixes #43519. | |||
2020-11-22 | Update gradle build files to automatically perform signing and zipalign ↵ | Fredia Huya-Kouadio | |
tasks for custom builds. | |||
2020-11-16 | Remove empty lines around braces with the formatting script | Aaron Franke | |
2020-11-16 | Merge pull request #43248 from HEAVYPOLY/master | Rémi Verschelde | |
Change android orientations from sensor to user | |||
2020-11-14 | Update the logic to query for the 'scons' command executable path. | Fredia Huya-Kouadio | |
2020-10-31 | Change android orientations from sensor to user | Vaughan Ling | |
# Conflicts: # platform/android/java/lib/src/org/godotengine/godot/GodotIO.java | |||
2020-10-30 | Merge pull request #37158 from thebestnom/android-click-support | Rémi Verschelde | |
Support mouse events on Android | |||
2020-10-29 | Add a separate `nativeSrcsConfigs` module to handle Android Studio ↵ | Fredia Huya-Kouadio | |
constraints for native code editor support. | |||
2020-10-28 | Update the gradle plugins | Fredia Huya-Kouadio | |
2020-10-27 | Implement OS.get_window_safe_area() for Android | Mark Riedesel | |
2020-10-09 | Android: Mouse Implementation | thebestnom | |
Implement mouse Move touch to inputManager Change to use android/input.h | |||
2020-09-28 | Merge pull request #41385 from m4gr3d/fix_splash_loading_master | Rémi Verschelde | |
Fix splash screen loading on Android | |||
2020-09-18 | Add overridable init method for the Godot fragment instance. | Fredia Huya-Kouadio | |
2020-08-30 | Fix issue causing the textedit to move upward | Fredia Huya-Kouadio | |
2020-08-27 | Merge pull request #41550 from ↵ | Rémi Verschelde | |
godotengine/revert-40671-virtual-keyboard-height-fix Revert "Fix virtual keyboard height regression" | |||
2020-08-26 | Merge pull request #41549 from ↵ | Rémi Verschelde | |
godotengine/revert-40484-android-virtual-keyboard-adjustment Revert "Disable virtual keyboard focus adjustment on Android" | |||
2020-08-26 | Revert "Fix virtual keyboard height regression" | Fredia Huya-Kouadio | |
2020-08-26 | Revert "Disable virtual keyboard focus adjustment on Android" | Fredia Huya-Kouadio | |
2020-08-26 | Revert "Move PopupWindow logic to GodotEditText on Android" | Fredia Huya-Kouadio | |
2020-08-19 | Fix splash screen loading on Android | Fredia Huya-Kouadio | |
2020-08-05 | Add 'Export App Bundle' to Android Export Options | Aman Jain | |
2020-07-28 | Move PopupWindow logic to GodotEditText on Android | PouleyKetchoupp | |
2020-07-27 | Merge pull request #40706 from akien-mga/style-fix-file_format-macos | Rémi Verschelde | |
Fix code format scripts compat with non-GNU Unices | |||
2020-07-27 | Style: Fix code format scripts compat with non-GNU Unices | Rémi Verschelde | |
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. | |||
2020-07-27 | Merge pull request #40671 from nekomatata/virtual-keyboard-height-fix | Rémi Verschelde | |
Fix virtual keyboard height regression | |||
2020-07-26 | Fix Return key events in LineEdit & TextEdit on Android | PouleyKetchoupp | |
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. | |||
2020-07-24 | Fix virtual keyboard height regression | PouleyKetchoupp | |
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. | |||
2020-07-24 | Write an AndroidManifest.xml file to be merged with app module's manifest. | Aman Jain | |
2020-07-21 | Android: Keyboard modifier and arrow key support | thebestnom | |
2020-07-20 | Merge pull request #40422 from amanj120/forward_port_bundle_pr_resources | Rémi Verschelde | |
Create strings.xml files in the Gradle project to handle localization |