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<title>godot.git/platform/android/java/src/com, branch 2.0.4.1-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=2.0.4.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=2.0.4.1-stable'/>
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<updated>2016-07-08T16:06:59Z</updated>
<entry>
<title>Remove duplicated aidl for android</title>
<updated>2016-07-08T16:06:59Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2016-06-24T16:11:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=6116174d49555f266477b69d6b557405cfda8035'/>
<id>urn:sha1:6116174d49555f266477b69d6b557405cfda8035</id>
<content type='text'>
Tested IAP function on device.

(cherry picked from commit a5a5bdef25f95008e7c4ddecf48694c43000fbdf)
</content>
</entry>
<entry>
<title>Renamed godot domain from com.android.godot (which was incorrect) to org.godotengine.godot</title>
<updated>2016-01-08T20:53:00Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-08T20:53:00Z</published>
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<id>urn:sha1:40ba22631bbb7fc4c6b88d01402e132dbaceaf2b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-Removed ANT build system for Android, as it was deprecated by Google</title>
<updated>2016-01-08T16:36:44Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2016-01-08T16:36:44Z</published>
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<id>urn:sha1:401622cc229317bd218f070dd07a3bd8db582f16</id>
<content type='text'>
-Added new Gradle build system, as it is the required build system
</content>
</entry>
<entry>
<title>Update copyright to 2016 in headers</title>
<updated>2016-01-01T13:50:53Z</updated>
<author>
<name>George Marques</name>
</author>
<published>2016-01-01T13:50:53Z</published>
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<id>urn:sha1:5be9ff7b6715a661e85f99b108f96340de7ef435</id>
<content type='text'>
</content>
</entry>
<entry>
<title>-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.</title>
<updated>2015-12-02T14:15:48Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-12-02T14:15:48Z</published>
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<id>urn:sha1:4b1f0afb014cae7c9a84c8d7c0429f45f425214b</id>
<content type='text'>
</content>
</entry>
<entry>
<title>tegra 3 fix</title>
<updated>2015-11-21T22:21:36Z</updated>
<author>
<name>mikica1986vee</name>
</author>
<published>2015-11-21T22:21:36Z</published>
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<id>urn:sha1:d6b317a2c1d6560323d37831ab1d40f3b2674adc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>improve android payments</title>
<updated>2015-10-28T06:48:37Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2015-10-28T06:48:37Z</published>
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<id>urn:sha1:3fbaa479e33466394cd243ab652bd1c4c082549a</id>
<content type='text'>
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)
</content>
</entry>
<entry>
<title>Merge pull request #2203 from volzhs/fix_android_payments</title>
<updated>2015-10-17T15:12:34Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-10-17T15:12:34Z</published>
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<id>urn:sha1:3d121b474b6b8a8337dcc0c2ae9ed3124aceffca</id>
<content type='text'>
Fix android payments</content>
</entry>
<entry>
<title>merged some stuff for okam</title>
<updated>2015-09-04T02:24:55Z</updated>
<author>
<name>Juan Linietsky</name>
</author>
<published>2015-09-04T02:24:55Z</published>
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<id>urn:sha1:b0aa49accbd7e45dae38f1bd43b0fbdd11714211</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fix crash by payments when run on android 5.1.1 device.</title>
<updated>2015-06-28T17:56:38Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2015-06-28T17:56:38Z</published>
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<id>urn:sha1:903e6b37c0ed94cd0b3447dd3ff471abbfaa4460</id>
<content type='text'>
(http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit)
</content>
</entry>
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