Age | Commit message (Collapse) | Author |
|
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.
|
|
package/unique_name.
|
|
|
|
Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
|
|
API allows for null array of permissions. It is now normalized with an
empty array.
|
|
Automatically acquire and release multicast lock when needed.
|
|
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".
|
|
|
|
Fix Android deploy with Remote Debug or Network FS over Wi-Fi
|
|
|
|
This reverts commit 9cc66495cfb6393102ce5ad4e82f2ccb716b9b33.
This caused regressions with the handling of screen drag events.
Fixes #33428.
Fixes #33459.
Fixes #33470.
|
|
sets threshold constants PAN_GESTURE_MIN_DELTA and MAGNIFY_GESTURE_MIN_FACTOR
|
|
Convert all get_device* methods to get_option* and normalize their usage
as icon, label, tooltip.
|
|
|
|
Add `View SingletonBase#onMainCreateView(Activity activity)` api
|
|
`Godot.SingletonBase` class.
The new api allows plugins to define and provide their views for inclusion in the Godot Android view hierarchy.
|
|
The description appears when hovering over the one-click-deploy button (top-right). This information helps the user distinguish between their devices if multiple are connected or if the same device is connected by both usb and tcpip (two entries in the list for the same device).
|
|
Avoid using adb reverse if deploying with adb tcpip.
This still can fail if the user is attempting to debug over usb and has connected their device over BOTH usb and tcpip. I'm not sure how we would detect that problem in advance though.
|
|
|
|
|
|
Works around #32553, not fixing the underlying cause but
preventing the crash.
|
|
|
|
Android one-click deploy: Don't clear by default
|
|
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.
|
|
This makes iteration faster as you don't need to monitor your phone
to allow the installation each time.
Fixes #32183.
|
|
Added some obvious errors explanations
|
|
|
|
Update the Godot gradle build tasks to provide additional flexibility
|
|
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
```
|
|
|
|
Fix Android keyboard crash with left cursor
|
|
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).
|
|
Changed some code found by Clang Tidy and Coverity
|
|
|
|
|
|
Notify for app pause and resume events on Android
|
|
This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
|
|
resumed on Android devices.
|
|
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').
|
|
The language didn't make it clear that it's installing a *source* template
to the project folder, for later use when compiling custom APKs.
Fixes #28736.
|
|
This is now needed after #27781, as this android_source.zip template
is used for custom Android builds from the editor.
|
|
Android: Fix another regression with Secure.ANDROID_ID, and fix formatting and documentation of thirdparty code
|
|
Suppress MissingPermission warning for Android vibration
|
|
Synced with https://github.com/googlesamples/android-play-billing/commit/7a94c6905a9c125518354c216b5c3094fde47ce1.
|
|
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.
|
|
I don't know why they're needed, but readding for now to keep things
working as they were.
|
|
Synced with https://github.com/google/play-apk-expansion/commit/9ecf54e5ce7c5a74a2eeedcec4d940ea52b16f0e.
|
|
But document them better this time.
|
|
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.
|
|
Regression from #24145, which was missed in #28146.
|