Age | Commit message (Collapse) | Author |
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org.godotengine.godot
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-Added new Gradle build system, as it is the required build system
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Add way to look for templates at system wide level too
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FBOs so all 2D shader effects should now work in every single Android device.
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Enable opus ARM optimisations only on ARM
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i.e. do not enable it for x86.
Fixes #2962.
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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
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Add icon to exe file in windows export
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Cosmetic fixes to SCons buildsystem
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Android add FA(persian) locale strings
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improve android payments
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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'.
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
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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)
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Fix android payments
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ran cppcheck, found unused variables
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Fix android build script
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Conflicts:
platform/windows/detect.py
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Still need to get proper audio output latency in some platforms.
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-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
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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/
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Fixes compile bug for Android template on Windows.
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-It is now really easy to deploy an android build with debug, and debug it
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fix_android_payments
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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.
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(http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit)
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- 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
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
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