Age | Commit message (Collapse) | Author |
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This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
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Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
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- Add runtime check and abort when the device doesn't meet the requirements for vulkan support
- Add filters to the AndroidManifest when exporting with a vulkan renderer
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underlying build process.
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Remove the XR export logic from the legacy build system:
- On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system
- Provides added flexibility for configuring the Android manifest for XR specific capabilities.
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The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
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Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform.
Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
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m4gr3d/fix_godot_android_editor_4_crash_after_running_game
Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
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the launched and running game
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
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Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot Editor 4`
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Editor v4`
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Update the logic to calculate the screen scale on Android
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Takes into account the ratio between the screen size and the default window dimensions.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Introduce `appCategory` attribute of android to set category
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Fix ambiguous touch input events on Android
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there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
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Boolean stringification changed in Godot 4.0.
Fixes #67034.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
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Update the `clean` task configuration: running `gradlew clean` will now properly delete the generated build artifacts
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Cleanup of the Android cursor shape logic
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Fix null in android keyboard handling.
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https://github.com/godotengine/godot/pull/66242
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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This is necessary to separate subsequent uploads to the Google Play store as each upload needs to increment the version code.
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Fix issue causing the project manager to crash because of missing path argument
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In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
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Fix the bug causing the editor to crash when running the project.
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Fully removes the `bits` option and adapts the code that relied on it.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached.
This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
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