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* 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 Verschelde2017-04-082-0/+2
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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 Verschelde2017-01-012-2/+2
| | | | | | | | 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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* | Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-182-2/+56
|/ | | Also removes a couple wrong Godot headers from third-party source files.
* Handle tmp files properly on Android exportPedro J. Estébanez2016-06-151-9/+4
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* Zip-align exported APKPedro J. Estébanez2016-06-131-12/+100
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* Fix typoPedro J. Estébanez2016-06-111-1/+1
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* Keep certain assets uncompressed on Android exportPedro J. Estébanez2016-06-111-3/+58
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* -Heavily improved editor startup and exit performanceJuan Linietsky2016-06-071-84/+89
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* Move export GUI debug toggle to export settings windoweska2016-04-281-1/+1
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* Merge pull request #4105 from akien-mga/pr-android-shutdown-adbRémi Verschelde2016-03-201-0/+1
|\ | | | | Expose android/shutdown_adb_on_exit parameter
| * Expose android/shutdown_adb_on_exit parameter and default to trueRémi Verschelde2016-03-201-0/+1
| | | | | | | | | | | | | | | | It was added in 30d0ca9 for the Steam build but only enabled when parsing a ._sc_ file that would define it. It is now available for all users to toggle, in and outside of Steam. Fixes #4073.
* | Add -r flag to adb install for keep app user datasanikoyes2016-03-181-0/+1
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* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* added [presets] to ._sc_ and "android/shutdown_adb_on_exit" to editor_settingsAriel Manzur2016-02-271-0/+10
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* fix export bugJuan Linietsky2016-01-201-1/+1
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* -Remote deploy now uses FS over USB on Android, super fast!Juan Linietsky2016-01-201-0/+37
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* Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky2016-01-081-1/+1
| | | | org.godotengine.godot
* Add way to look for templates at system wide level tooest312015-11-301-13/+16
| | | | | | | | Useful for everybody wanting to package godot. Fixes #1026. -> Retain the old behaviour: path in error msg only when exporting. -> User templates override system templates