Age | Commit message (Collapse) | Author |
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Move the remaining plugin components within the plugin source code.
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Enable Android Studio debugging
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Fixes #35954
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The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
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and its accompanying components.
The implementation is meant to be extended and updated in order to integrate it with the existing Godot java and native codebase.
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- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni
Note: logic was mostly moved around and no new logic/functionality was added.
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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
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Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.
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- Go up was not working, simplify was used one time too much
- Added GestureHandler
- Added doubleTap to recognize open dir
- Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
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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.
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package/unique_name.
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Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
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API allows for null array of permissions. It is now normalized with an
empty array.
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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".
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Add `View SingletonBase#onMainCreateView(Activity activity)` api
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`Godot.SingletonBase` class.
The new api allows plugins to define and provide their views for inclusion in the Godot Android view hierarchy.
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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.
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Update the Godot gradle build tasks to provide additional flexibility
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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
```
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Fix Android keyboard crash with left cursor
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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).
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resumed on Android devices.
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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').
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Android: Fix another regression with Secure.ANDROID_ID, and fix formatting and documentation of thirdparty code
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Suppress MissingPermission warning for Android vibration
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Synced with https://github.com/googlesamples/android-play-billing/commit/7a94c6905a9c125518354c216b5c3094fde47ce1.
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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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Matching changes made in #31521 and #31547 but only in the Jetbrains
IDE config.
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Support vibration for Android and iOS
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