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path: root/platform/android/godot_android.cpp
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* Remove some debugging prints on AndroidHugo Locurcio2018-02-181-15/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove debug logs that are of no use to end usersRuslan Mustakov2017-12-181-2/+0
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* Cleanup old references to GLES2 rendererRémi Verschelde2017-11-191-6/+5
| | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-1/+2
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* Align sensors and implement gravity sensor for AndroidBastiaan Olij2017-11-111-0/+14
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* Dead code tells no talesRémi Verschelde2017-08-271-30/+1
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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 returns and break statementsWilson E. Alvarez2017-08-221-1/+0
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* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-1/+0
| | | | | | | | | - 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 Linietsky2017-08-191-0/+1
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-1/+0
| | | | | | | | - 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
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-12/+12
| | | | Fixes #10244.
* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+4
| | | | -Added system for feature overrides, it's pretty cool :)
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-533/+463
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Complete the globals.h -> global_config.h conversionBojidar Marinov2017-02-231-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-22/+26
| | | | | 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.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-12/+12
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | 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!
* Added gyroscope support to Godot and AndroidJamil Halabi2016-07-161-1/+21
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* Fix string array parameter check with jnivolzhs2016-06-251-2/+2
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* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-5/+26
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* Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky2016-01-081-11/+11
| | | | org.godotengine.godot
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+993