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<title>godot.git/platform/android/java, 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>2018-06-26T04:21:06Z</updated>
<entry>
<title>Implement OpenGL ES rasterizer selection logic for Android.</title>
<updated>2018-06-26T04:21:06Z</updated>
<author>
<name>geequlim</name>
</author>
<published>2018-06-25T14:43:46Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e2aa777d4d391647062268fe36f3a1f3be488dbf'/>
<id>urn:sha1:e2aa777d4d391647062268fe36f3a1f3be488dbf</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove android compatibility under API 16</title>
<updated>2018-05-08T21:01:33Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2018-05-08T21:01:33Z</published>
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<id>urn:sha1:2f8f34ceaf58b221d157706e35335e6f14470768</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Provide error details when in-app purchase fails</title>
<updated>2018-04-19T14:04:20Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-04-19T10:35:21Z</published>
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<id>urn:sha1:265caa687b6634487f5f2dcf20247534fd2a408e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix Android input source checks</title>
<updated>2018-04-16T04:19:07Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-04-16T04:19:07Z</published>
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<id>urn:sha1:5dffa506dc3168e96b4a03d1defbf34661cdff05</id>
<content type='text'>
Input source types are not pure bit flags, they are combinations of
flags, so != 0 check was incorrect and resulted in crashes later, when
trying to obtain the device.
</content>
</entry>
<entry>
<title>Remove some debugging prints on Android</title>
<updated>2018-02-17T23:09:56Z</updated>
<author>
<name>Hugo Locurcio</name>
</author>
<published>2018-02-17T21:34:08Z</published>
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<id>urn:sha1:d69881436757fce0d81f42736879ed69747ddcbe</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add signals and a check function for Android service connectivity.</title>
<updated>2018-02-14T07:05:19Z</updated>
<author>
<name>Xavier Sellier</name>
</author>
<published>2018-02-12T16:33:15Z</published>
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<id>urn:sha1:b8def58705148858c565ccd63d0c1a87c52e23d3</id>
<content type='text'>
- Add a iap_connect and iap_disconnect events for android platform.
- Add isConnected() function returning true if its connected to android service, false otherwise

(cherry picked from commit 546b48813f2b75481d846957275f6d4eecd8de3c)
</content>
</entry>
<entry>
<title>Fix broken APK expansion due to missed option renames</title>
<updated>2018-02-13T21:41:19Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-13T21:41:19Z</published>
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<id>urn:sha1:e3658a6464b4473b7cca1d41f9315cd6bfd255d4</id>
<content type='text'>
Command line options were refactored for 3.0 to follow the common usage
of double-dashed long options, but `--main-pack` went through the cracks.

Fixes #16533.
</content>
</entry>
<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>
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<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>Fix Android multi touch</title>
<updated>2018-01-07T14:29:44Z</updated>
<author>
<name>volzhs</name>
</author>
<published>2018-01-07T14:11:58Z</published>
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<id>urn:sha1:8fbb82719e6d1f4e29980d66380474b6a0c45e1d</id>
<content type='text'>
Fix #11798
</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>
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