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* Merge pull request #2956 from est31/add_system_wide_export_pathJuan Linietsky2015-12-081-13/+16
|\ | | | | Add way to look for templates at system wide level too
| * 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
* | -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky2015-12-026-4/+23
| | | | | | | | FBOs so all 2D shader effects should now work in every single Android device.
* | Merge pull request #2963 from akien-mga/pr-opus-arm-optRémi Verschelde2015-12-011-1/+2
|\ \ | |/ |/| Enable opus ARM optimisations only on ARM
| * Enable opus ARM optimisations only on ARMRémi Verschelde2015-12-011-1/+2
| | | | | | | | i.e. do not enable it for x86. Fixes #2962.
* | 0theora compilation fixesJuan Linietsky2015-11-251-0/+1
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* tegra 3 fixmikica1986vee2015-11-211-2/+21
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* Merge pull request #2518 from masoudbh3/godot-iconsJuan Linietsky2015-11-191-0/+0
|\ | | | | Add icon to exe file in windows export
| * Add icon to exe file in windows exportmasoud bh2015-11-091-0/+0
| | | | | | | | | | | | | | | | | | 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'.
* | Merge pull request #2707 from akien-mga/masterJuan Linietsky2015-11-181-2/+2
|\ \ | | | | | | Cosmetic fixes to SCons buildsystem
| * | Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-2/+2
| |/ | | | | | | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
* | Merge pull request #2814 from masoudbh3/android-fa-localeJuan Linietsky2015-11-181-0/+16
|\ \ | | | | | | Android add FA(persian) locale strings
| * | Android add FA(persian) locale stringsmasoud bh2015-11-191-0/+16
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* | | Merge pull request #2691 from volzhs/android_paymentJuan Linietsky2015-11-183-41/+150
|\ \ \ | |/ / |/| | improve android payments
| * | 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)
* / Skip META-INF from Android Templatemasoud bh2015-11-141-0/+4
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* Merge pull request #2203 from volzhs/fix_android_paymentsJuan Linietsky2015-10-171-1/+3
|\ | | | | Fix android payments
| * Merge branch 'master' of https://github.com/okamstudio/godot into ↵volzhs2015-07-011-4/+4
| |\ | | | | | | | | | 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)
* | | Merge pull request #2479 from firefly2442/cppcheck-unusedvarsJuan Linietsky2015-10-172-3/+2
|\ \ \ | | | | | | | | ran cppcheck, found unused variables
| * | | ran cppcheck, found unused variablesfirefly24422015-09-162-3/+2
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* | | | Merge pull request #2474 from masoudbh3/android-armeabi-v7aJuan Linietsky2015-10-173-113/+57
|\ \ \ \ | | | | | | | | | | Fix android build script
| * | | | android remove "gen" folder from git.masoud bh2015-09-162-79/+0
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| * | | | Fix android build scriptmasoud bh2015-09-161-34/+57
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | some fixes for android build script. remove armv6,x86 options and add "android_arch" option for select compiler architecture (armv7,armv6,x86)(default armv7). add architecture suffix for output files and you can compile for several architecture simultaneously. example: libgodot.android.opt.debug.armv7.so libgodot.android.opt.debug.armv7.neon.so libgodot.android.opt.debug.armv6.so libgodot.android.opt.debug.x86.so now we can enable/disable neon on armv7 with "android_neon" option (default enable). add "NDK_TARGET_X86" option for select toolchain to use for the NDK x86 (default x86-4.8). change inputs model for "ndk_platform" option (default android-15). fix armv7 ccflags. with this patch, must put libgodot_android.so file in specific architecture folder: armv7 (default): <android-java>/libs/armeabi-v7a/ armv6: <android-java>/libs/armeabi/ x86: <android-java>/libs/x86/
* | | | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-10-132-1/+5
|\ \ \ \ | | | | | | | | | | | | | | | | | | | | Conflicts: platform/windows/detect.py
| * | | | Add support for Opus audio formatGeorge Marques2015-10-021-0/+4
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| * | | | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-09-241-8/+8
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| * | | | | Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky2015-09-241-1/+1
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* | | | | Fixed theora playback. Removed theoraplayer.Juan Linietsky2015-09-261-2/+0
| |/ / / |/| | | | | | | | | | | Still need to get proper audio output latency in some platforms.
* | | | Ability to visually debug geometry visually:Juan Linietsky2015-09-201-8/+8
|/ / / | | | | | | | | | | | | | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* | | merged some stuff for okamJuan Linietsky2015-09-0311-22/+42
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* | | Merge pull request #2302 from antonyjones67/AndroidTemplateCompileWindowsJuan Linietsky2015-08-081-1/+41
|\ \ \ | | | | | | | | Fixes compile bug for Android template on Windows.
| * | | Fixes compile bug for Android template on Windows.PeaceSells2015-07-241-1/+41
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* / | -Merged the file server with the live editing and remote debugJuan Linietsky2015-08-061-11/+16
|/ / | | | | | | -It is now really easy to deploy an android build with debug, and debug it
* / Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-4/+4
|/ | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* 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
* ability to run 2D physics in a threadJuan Linietsky2015-05-262-1/+3
| | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* fix a crash situation when starting a thread and other small fixesJuan Linietsky2015-05-181-4/+24
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* fix multitouch release problemvipsbpig2015-05-151-1/+2
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* fixed broken comment blockSimon Wenner2015-05-031-1/+1
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* -fixed godot icon for androidJuan Linietsky2015-05-012-5/+32
| | | | -added a genname option to generate the name of android app
* -option to select arm and x86 architectures on android export (will not work ↵Juan Linietsky2015-05-011-12/+41
| | | | with current templates, you have to make new and include both x86 and arm support)
* -Fixed android export options (screen sizes, orientation should work)Juan Linietsky2015-05-012-13/+11
| | | | -added functions to get mouse position in CanvasItem
* -Fixes from source code analyzizer, closes #1768Juan Linietsky2015-05-011-4/+4
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* fixes in handling of DirAccess for resource path on Android, fixes #1447Juan Linietsky2015-04-284-33/+57
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* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-0/+3
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* -fix local and global usage for DirAccess, fixes #791Juan Linietsky2015-04-181-4/+11
| | | | please test anyway..
* Updated copyright year in all headersJuan Linietsky2015-04-1825-25/+25
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* -Added android immersive mode, fixes #303Juan Linietsky2015-04-174-2/+55
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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.