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<title>godot.git/platform/android/java/src/org/godotengine/godot/input, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=mirror'/>
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<updated>2018-01-17T12:28:27Z</updated>
<entry>
<title>Fix Android onTextChanged crash</title>
<updated>2018-01-17T12:28:27Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-01-17T12:26:36Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8d41175cae53b487499fa6712f4a6a31e6ddc406'/>
<id>urn:sha1:8d41175cae53b487499fa6712f4a6a31e6ddc406</id>
<content type='text'>
As it turns out, onTextChanged supplies a mutable CharSequence, which
lead to crashes or unexpected behaviour when input was coming faster
than it was processed.
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
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<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
</content>
</entry>
<entry>
<title>Update copyright statements to 2018</title>
<updated>2018-01-01T13:40:47Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-01T13:40:08Z</published>
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<id>urn:sha1:b50a9114b105dafafdda8248a38653bca314a6f3</id>
<content type='text'>
Happy new year to the wonderful Godot community!
</content>
</entry>
<entry>
<title>Style: Apply clang-format to Java files</title>
<updated>2017-12-10T00:16:07Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-12-10T00:16:07Z</published>
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<id>urn:sha1:7cb6e6b72375fa384c509651657aeba3f67110be</id>
<content type='text'>
Only those from org/godotengine/godot though, not the thirdparty ones.
</content>
</entry>
<entry>
<title>Improve input handling on Android</title>
<updated>2017-10-04T09:14:29Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-10-02T09:40:16Z</published>
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<id>urn:sha1:ca7447daf62d45b01bff6147d5c00cd283940e47</id>
<content type='text'>
 - Dispatch input immediately as it comes, instead of delaying it to the
   next step().

 - Fix text box input handling when caret is at the middle of the text.

 - Minimize queueEvent calls on Java side.
</content>
</entry>
<entry>
<title>Make GDNative work on Android</title>
<updated>2017-08-30T11:14:19Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-08-18T14:17:35Z</published>
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<id>urn:sha1:5ccdeccb6ed6b8480a86b0db36f192526cba1274</id>
<content type='text'>
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.

 - .so libraries are exported to lib/ folder in .apk, instead of assets/,
   because that's where Android expects them to be and it resolves the
   library name into "lib/&lt;ABI&gt;/&lt;name&gt;", where &lt;ABI&gt; is the ABI matching
   the current device. So we establish the convention that Android .so
   files in the project must be located in the folder corresponding to
   the ABI they were compiled for.

 - Godot callbacks (event handlers) are now called from the same thread
   from which Main::iteration is called. It is also what Godot now
   considers to be the main thread, because Main::setup is also called
   from there. This makes threading on Android more consistent with
   other platforms, making the code that depends on Thread::get_main_id
   more portable (GDNative has such code).

 - Sizes of GDNative API types have been fixed to work on 32-bit
   platforms.
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
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<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Fix handling input for Android</title>
<updated>2017-03-03T15:15:26Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2017-03-03T15:12:35Z</published>
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<id>urn:sha1:4866ea828ae544868034a5f2e4c95adb7ba67e59</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-01T21:03:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
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<id>urn:sha1:c7bc44d5ad9aae4902280012f7654e2318cd910e</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
</content>
</entry>
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