| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes #1452.
(cherry picked from commit 94274b9ab517aac175d205636f8561ff76d45eda)
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(cherry picked from commit ab4caa79538750d7557308dd4f83d6b17d9bdd22)
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- remove unused resources in platform/android/java/res/values/strings.xml
- add korean language resource for apk expansion download screen
(cherry picked from commit e94e710893960d9b6581c0c669a436173185d596)
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The 4.9 version is the default one, people can still build using 4.8
with older NDK versions by setting the (optional) NDK_TARGET
and NDK_TARGET_X86 environment variables.
(cherry picked from commit a0fb5b5f95f0d4ce90766301ddce4e5f199fb125)
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(cherry picked from commit 0a5472e697dee57956c2583a50bc5cf5faada5d8)
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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.
(cherry picked from commit c58494038702876403687e5b76a100f077b8d9b3)
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(cherry picked from commit 9e026fecef94c5bc52ecddf6db5ec60c76b2e3be)
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(cherry picked from commit 4a4f2479146aa33e235ed57cde311efda68d3c8f)
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(cherry picked from commit d6cc887627de8868d88fe93968978a90f243c8e1)
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(cherry picked from commit 30d0ca97664a7645ce8b2af7d169f0cee3248953)
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support gamepad remapping on android
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org.godotengine.godot
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-Added new Gradle build system, as it is the required build system
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Add way to look for templates at system wide level too
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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
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FBOs so all 2D shader effects should now work in every single Android device.
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Enable opus ARM optimisations only on ARM
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i.e. do not enable it for x86.
Fixes #2962.
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Add icon to exe file in windows export
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add version_info and icon sections in "export to windows platform".
add version_info and icon to godot exe file (editor & template exe).
fix an problem in image class.
change all default icons to android export icon (a little more rounded).
create an python script for convert file to cpp byte array for use in
'splash.h'.
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Cosmetic fixes to SCons buildsystem
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
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Android add FA(persian) locale strings
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improve android payments
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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)
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Fix android payments
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fix_android_payments
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(http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit)
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ran cppcheck, found unused variables
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Fix android build script
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