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| * Add comments for NotificationCompat to support API < 16volzhs2016-05-252-2/+4
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| * fix compatibility for Android API 14 with supporting API 23volzhs2016-05-243-10/+12
| | | | | | | | | | using ``NotificationCompat`` in ``support-v4`` library will increase APK filesize a little bit, but it guarantees to run OK with API 4+ tested with API 19 and 23 devices
| * Supporting Android API 23 (Android 6.0)volzhs2016-05-207-145/+33
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | If we update build gradle to use ``compileSdkVersion 23``, ``org.apache.http`` package causes error. (issue #4711) We need to use ``useLibrary 'org.apache.http.legacy'`` to solve this problem. To use ``useLibrary``, we need to use latest gradle also. And now, we faced another problem with ``APK Expansion`` java sources. ``` /platform/android/java/src/com/google/android/vending/expansion/downloader/impl/DownloadNotification.java 137 : mCurrentNotification.setLatestEventInfo(mContext, mCurrentTitle, mCurrentText, mContentIntent); // causes error ``` So, some of APK Expansion java sources are updated by referencing commits from https://github.com/danikula/Google-Play-Expansion-File And dropped V3CustomNotification.java which was for android 3.0, since godot supports android 14 (4.0) above officially. Unfortunately, another problem, The 'MissingTranslation' error was occurred. So, build.gradle is updated to use ``disable 'MissingTranslation'`` Additionally, I updated ``buildToolsVersion``, ``targetSdkVersion`` to latest version. I tested APK Expansion funtionality on Android 6.0 (Nexus 9, Nexus 6p) and Android 4.4 (Galaxy Note 2) with Google Developer console.
* | Add magnetometer sensor support for Androidfluffrabbit2016-05-272-1/+13
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* support gamepad remapping on androidhondres2016-01-245-131/+566
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* Add ability to set "keep screen on" for androidvolzhs2016-01-161-4/+17
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* Update copyright in remaining files + prints in the UIRémi Verschelde2016-01-114-4/+4
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* Renamed godot domain from com.android.godot (which was incorrect) to ↵Juan Linietsky2016-01-0822-43/+43
| | | | org.godotengine.godot
* -Removed ANT build system for Android, as it was deprecated by GoogleJuan Linietsky2016-01-0845-5/+8401
| | | | -Added new Gradle build system, as it is the required build system
* Update copyright to 2016 in headersGeorge Marques2016-01-015-5/+5
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* -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky2015-12-022-2/+3
| | | | FBOs so all 2D shader effects should now work in every single Android device.
* tegra 3 fixmikica1986vee2015-11-211-2/+21
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* improve android paymentsvolzhs2015-10-283-41/+150
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | GodotPaymentV3 currently consumes purchased item right after purchasing. But, some in-app item should not consume like "remove ads permanently" So, I added "setAutoConsume(boolean)", "requestPurchased()", "consume(sku_string)". AutoConsume is true by default as before. usage: func _ready(): var payment = Globals.get_singleton("GodotPayments") payment.setPurchaseCallbackId(get_instance_ID()) payment.setAutoConsume(false) # default : true payment.requestPurchased() # callback : has_purchased payment.purchase("item_name") # callback : purchase_success, purchase_fail, purchase_cancel, purchase_owned payment.consume("item_name") # callback : consume_success func purchase_success(receipt, signature, sku): print("purchase_success : ", sku) func purchase_fail(): print("purchase_fail") func purchase_cancel(): print("purchase_cancel") func purchase_owned(sku): print("purchase_owned : ", sku) func consume_success(receipt, signature, sku): print("consume_success : ", sku) func has_purchased(receipt, signature, sku): if sku == "": print("has_purchased : nothing") else: print("has_purchased : ", sku)
* Merge pull request #2203 from volzhs/fix_android_paymentsJuan Linietsky2015-10-171-1/+3
|\ | | | | Fix android payments
| * fix crash by payments when run on android 5.1.1 device.volzhs2015-06-291-1/+3
| | | | | | | | (http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit)
* | merged some stuff for okamJuan Linietsky2015-09-033-4/+5
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* Additional Fix for Multi-touch release problemKyle Luce2015-05-311-1/+1
| | | | | | | | - Was duplicating the functionality of event.getActionIndex() but was missing the bitmask. - Switched back to getActionIndex() but kept the corrected getPointerId() from change #1980 https://github.com/okamstudio/godot/pull/1908
* fix multitouch release problemvipsbpig2015-05-151-1/+2
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* fixes in handling of DirAccess for resource path on Android, fixes #1447Juan Linietsky2015-04-281-1/+34
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* Updated copyright year in all headersJuan Linietsky2015-04-184-4/+4
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* -Added android immersive mode, fixes #303Juan Linietsky2015-04-171-0/+44
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* Fixes the accelerometerMartho422015-04-041-3/+18
| | | Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default.
* Option in Android export to use 32 bits buffer.Juan Linietsky2015-03-312-6/+19
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* -accelerometer precission changed to "GAME" (#1015)Juan Linietsky2015-01-021-1/+1
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* Small batch of fixesJuan Linietsky2014-12-151-2/+20
| | | | | | | -=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-0/+52
| | | | | -Fixes to animationplayer -fixes to collada importer
* 3D Physics and Other StuffJuan Linietsky2014-09-021-4/+4
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* Little BitsJuan Linietsky2014-08-145-22/+20
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Small Issues & MaintenanceJuan Linietsky2014-08-019-99/+534
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* 2D Animation ImprovementsJuan Linietsky2014-07-061-1/+1
| | | | | | | | | -=-=-=-=-=-=-=-=-=--=-=-= -Ability to set 2D nodes as bones -Abity to set 2D nodes as IK chains -2D IK Solver -Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
* Fixed Bugs & Joypad in AndroidJuan Linietsky2014-07-023-3/+236
| | | | | | | | ================================ -resolved many graphical glitches with multiple lights in GLES2 render -fixes and WIP apk expansion -joystick support for Android by Ariel
* Misc FixesJuan Linietsky2014-06-273-40/+262
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* Add more callback for Godot.javamarynate2014-06-042-297/+319
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* GodotPaymentV3.java was accidently deleted in latest commitmarynate2014-05-281-0/+110
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* -Fixed bug in "extends"Juan Linietsky2014-05-241-110/+0
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* Making Godot Easier to Use..Juan Linietsky2014-05-247-21/+83
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* -Added OpenSSL and HTTPS supportJuan Linietsky2014-04-282-2/+50
| | | | | -Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
* -Fixed viewport stretch bugsJuan Linietsky2014-04-184-11/+31
| | | | | -Fixed input in viewport stretch bugs -Fixed tilemap pixel overlap (really?)
* -Added google play services (needed for some stuff)Juan Linietsky2014-04-143-10/+13
| | | | | | | | | -Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
* Move onKeyDown/onKeyUp from Godot to GodotViewsanikoyes2014-04-062-10/+16
| | | | Press 'back' button should not terminate program, normal handle 'back' event in game logic
* Merge branch 'master' into hotfix-android-unicode-ime-inputsanikoyes2014-04-0615-12/+1231
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| * Fixed Android crash by adding safety to the hideKeyboard() -function.sikakraa2014-04-061-2/+7
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| * -Support for changing fontsJuan Linietsky2014-04-0513-1/+1147
| | | | | | | | | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
| * Update GodotLib.javareduz2014-03-131-4/+0
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| * Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-03-132-2/+37
| |\ | | | | | | | | | | | | | | | Conflicts: modules/multiscript/register_types.cpp platform/android/java/src/com/android/godot/GodotLib.java
| * | -fix bug in cache for atlas import/exportJuan Linietsky2014-03-133-12/+80
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* | | fix enter keysanikoyes2014-03-131-4/+4
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* | | fix android can't input unicode characterssanikoyes2014-03-135-11/+319
| |/ |/| | | | | | | | | | | | | | | fix hide soft keyboard by press 'back' button, then click current focus text edit/line edit control, soft keyboard won't show again add features: press enter key with line edit control will hide soft keyboard
* | fix android input doe's not work(line edit/text edit)sanikoyes2014-03-122-3/+34
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* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-0/+1
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript