summaryrefslogtreecommitdiff
path: root/platform/android
AgeCommit message (Collapse)Author
2016-01-25Combies driver split and spawn fix, closes #3265Juan Linietsky
2016-01-20fix export bugJuan Linietsky
2016-01-20-Remote deploy now uses FS over USB on Android, super fast!Juan Linietsky
2016-01-16Add ability to set "keep screen on" for androidvolzhs
2016-01-12Fix crash on android 6.0.1, fixes #3321mrezai
2016-01-11Update copyright in remaining files + prints in the UIRémi Verschelde
2016-01-09Fix bug related to EOF in Android FileAccessJuan Linietsky
2016-01-09Fix maven repositories bugmrezai
2016-01-08removed unnecesary comma in gradle templateJuan Linietsky
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
2016-01-03change android install location to automatic, closes #1997Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-08Merge pull request #2956 from est31/add_system_wide_export_pathJuan Linietsky
Add way to look for templates at system wide level too
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.
2015-12-01Merge pull request #2963 from akien-mga/pr-opus-arm-optRémi Verschelde
Enable opus ARM optimisations only on ARM
2015-12-01Enable opus ARM optimisations only on ARMRémi Verschelde
i.e. do not enable it for x86. Fixes #2962.
2015-11-30Add way to look for templates at system wide level tooest31
Useful for everybody wanting to package godot. Fixes #1026. -> Retain the old behaviour: path in error msg only when exporting. -> User templates override system templates
2015-11-250theora compilation fixesJuan Linietsky
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 #2707 from akien-mga/masterJuan Linietsky
Cosmetic fixes to SCons buildsystem
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
2015-11-18Merge pull request #2691 from volzhs/android_paymentJuan Linietsky
improve android payments
2015-11-14Skip META-INF from Android Templatemasoud 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'.
2015-11-01Cosmetic fixes to SCons buildsystemRémi Verschelde
- Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
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
2015-10-17Merge pull request #2479 from firefly2442/cppcheck-unusedvarsJuan Linietsky
ran cppcheck, found unused variables
2015-10-17Merge pull request #2474 from masoudbh3/android-armeabi-v7aJuan Linietsky
Fix android build script
2015-10-13Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: platform/windows/detect.py
2015-10-02Add support for Opus audio formatGeorge Marques
2015-09-26Fixed theora playback. Removed theoraplayer.Juan Linietsky
Still need to get proper audio output latency in some platforms.
2015-09-24Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2015-09-24Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky
2015-09-20Ability to visually debug geometry visually:Juan Linietsky
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
2015-09-16ran cppcheck, found unused variablesfirefly2442
2015-09-16android remove "gen" folder from git.masoud bh
2015-09-16Fix android build scriptmasoud bh
some fixes for android build script. remove armv6,x86 options and add "android_arch" option for select compiler architecture (armv7,armv6,x86)(default armv7). add architecture suffix for output files and you can compile for several architecture simultaneously. example: libgodot.android.opt.debug.armv7.so libgodot.android.opt.debug.armv7.neon.so libgodot.android.opt.debug.armv6.so libgodot.android.opt.debug.x86.so now we can enable/disable neon on armv7 with "android_neon" option (default enable). add "NDK_TARGET_X86" option for select toolchain to use for the NDK x86 (default x86-4.8). change inputs model for "ndk_platform" option (default android-15). fix armv7 ccflags. with this patch, must put libgodot_android.so file in specific architecture folder: armv7 (default): <android-java>/libs/armeabi-v7a/ armv6: <android-java>/libs/armeabi/ x86: <android-java>/libs/x86/
2015-09-03merged some stuff for okamJuan Linietsky
2015-08-08Merge pull request #2302 from antonyjones67/AndroidTemplateCompileWindowsJuan Linietsky
Fixes compile bug for Android template on Windows.
2015-08-06-Merged the file server with the live editing and remote debugJuan Linietsky
-It is now really easy to deploy an android build with debug, and debug it
2015-07-24Fixes compile bug for Android template on Windows.PeaceSells
2015-07-01Merge branch 'master' of https://github.com/okamstudio/godot into ↵volzhs
fix_android_payments
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
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
2015-05-26ability to run 2D physics in a threadJuan Linietsky
also, 2D physics is now thread safe too. see physics_2d/thread_model