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path: root/platform/android/export/export.cpp
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* Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky2017-10-051-1/+1
| | | | to has_setting. Fixes #11844
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-47/+10
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-7/+7
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde2017-08-311-5/+30
|\ | | | | Make GDNative work on Android
| * Make GDNative work on AndroidRuslan Mustakov2017-08-301-5/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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/<ABI>/<name>", where <ABI> 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.
* | Fix pre-Lollipop (21) Android debugPedro J. Estébanez2017-08-301-28/+46
| | | | | | | | | | | | Namely, automatically pick debug over Wi-Fi for devices with an older release and debug over USB otherwise. A message is printed both in editor output window and console (uppercase here) to let the user know about what mechanism is being used and why.
* | Fix parsing of Android API levelPedro J. Estébanez2017-08-301-7/+7
|/ | | | And renaming the `Device.release` field to `api_level` for correctness.
* Fix export of 32 Bits Framebuffer optionHenrik Andersson2017-08-291-1/+1
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* Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde2017-08-291-7/+5
|\ | | | | Sanitize Android debug
| * Make Android debug over USB the only optionPedro J. Estébanez2017-08-221-7/+5
| | | | | | | | 'Remote debug over ADB' is removed as that will be always the case.
* | Dead code tells no talesRémi Verschelde2017-08-271-1896/+2
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* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* | Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-2/+2
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* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-14/+14
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-191-14/+14
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-14/+14
| | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* Merge pull request #9838 from RandomShaper/android-arm64Rémi Verschelde2017-08-011-0/+15
|\ | | | | Add support for ARMv8 (64-bit) on Android
| * Add support for ARMv8 (64-bit) on AndroidPedro J. Estébanez2017-07-251-0/+15
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* | Fix Android debug/runPedro J. Estébanez2017-07-271-6/+21
|/ | | | | | | | | | | - Prefix all __adb__ commands with device specification to avoid errors when multiple devices connected. - Include Android release in device data collection. - Force system user:. - Ability to enable/disable. - Apply only if OS release >= 17 (when multiuser was introduced. - Fix argument passing. - Rename local variable `port` to `dbg_port` to better match its partner `fs_port`. - Fix typo in error message.
* Several changes to better run in mobile.Juan Linietsky2017-07-221-1/+5
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-12/+28
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-8/+8
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Use custom native-run icons for Android and HTML5L. Krause2017-06-271-1/+11
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli2017-06-101-2/+2
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* Fix crash on exit.Andreas Haas2017-04-101-0/+7
| | | | First it crashed in the thread that checks for android devices, then in the audio driver.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix wrong name for Android exportvolzhs2017-03-241-3/+3
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* Several fixes to Android exporter and port.Juan Linietsky2017-03-231-19/+1664
| | | | Android seems to be working again!
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-11/+4
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-3/+3
| | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky2017-02-191-3/+5
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-1/+2
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* #7215 try to fix adb bad targeting user on deviceJerome670002017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-11/+13
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-25/+25
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-6/+6
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Make Android export quicker (especially on Windows)Pedro J. Estébanez2016-11-081-19/+19
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* Fix manifest generation bug in Android exportPedro J. Estébanez2016-09-211-6/+4
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* Fix some comparisons between signed and unsigned integersJohan Manuel2016-08-131-11/+11
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* Remove some unused variablesJohan Manuel2016-08-131-6/+6
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* Minor code formatting in platform/androidMario Schlack2016-07-211-2/+2
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* Fixed properly not save signals that already exist in their base scenes, ↵Juan Linietsky2016-07-191-1/+1
| | | | closes #5656
* Make Android build smarter (SCons + Gradle)Pedro J. Estébanez2016-06-271-1/+1
| | | | | | | | Upgrade Gradle and Android plugin for Gradle Disable all signing and zip-aligning for the export templates Give correct names to generated APKs Put .so files built by SCons right where Gradle has to pick them according to arch & build type Downgrade NDK platform to 14 to match minSdkVersion
* Merge pull request #5235 from volzhs/fix-android-exportRémi Verschelde2016-06-231-38/+2
|\ | | | | fix errors while exporting android
| * fix errors while exporting androidvolzhs2016-06-161-38/+2
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