Age | Commit message (Collapse) | Author |
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Code signing support for Windows exports
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and "osslsigncode" on the other platforms)
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Properly revert cursor when using set_custom_mouse_cursor with null
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Fixes #32486
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Android one-click deploy: Don't clear by default
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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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This makes iteration faster as you don't need to monitor your phone
to allow the installation each time.
Fixes #32183.
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entitlements property hint, remove excessive codesign calls, suppress "file not found" error on first export)
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Added some obvious errors explanations
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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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Fixes crash described in issue 7945 (Duplicated [self drawView] in iphone gl_view)
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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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Changed some code found by Clang Tidy and Coverity
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Notify for app pause and resume events on Android
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[X11] set PID as window attribute
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Distinguish editor-originating messages in the editor log
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Fix misc. source comment typos
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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.
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resumed on Android devices.
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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This allows other programs to find out the PID of a Godot instance just
by the X11 window ID.
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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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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.
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This is now needed after #27781, as this android_source.zip template
is used for custom Android builds from the editor.
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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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Update the fallback input mapping for the Oculus mobile devices.
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multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
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have priority over OS
Solves an issue where iOS would steal InputEventTouch events when near
screen edges in order to handle system wide gestures.
Fixes #31503
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Support vibration for Android and iOS
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