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| * | 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.
* Beta1 Attempt #1Juan Linietsky2015-04-021-1/+1
| | | | | | | | | -=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1
* Option in Android export to use 32 bits buffer.Juan Linietsky2015-03-313-6/+32
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* read depth fixesJuan Linietsky2015-03-311-1/+1
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* fixes for light2d in androids that do not supportJuan Linietsky2015-03-311-2/+2
| | | | read depth
* fixes to shader to get most new demos working on mobilereduz2015-03-251-1/+1
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* oops, fucntion was there twiceJuan Linietsky2015-03-231-3/+0
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* small android fixJuan Linietsky2015-03-231-1/+1
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* android fixes, please testJuan Linietsky2015-03-234-0/+14
| | | | (can' t build android atm)
* New option to show/hide hidden filesrollenrolm2015-03-213-0/+7
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* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-03-032-1/+9
|\ | | | | | | | | | | Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h
| * support for 2D shadow castersJuan Linietsky2015-03-022-1/+9
| | | | | | | | | | | | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* | merges from okam repoJuan Linietsky2015-03-033-26/+92
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