A few permissions including the `USE_SCENE` permission are being renamed with the launch of the Meta Spatial SDK, so we update the excluded list to avoid requesting them on app start.
Some platforms don't support hostfxr but we can use the coreclr/monosgen library directly to initialize the runtime.
Android exports now use the `android` runtime identifier instead of `linux-bionic`, this removes the restrictions we previously had:
- Adds support for all Android architectures (arm32, arm64, x32, and x64), previously only the 64-bit architectures were supported.
- Loads `System.Security.Cryptography.Native.Android` (the .NET library that binds to the Android OS crypto functions).
Update the export logic to enable apk generation and signing for Android editor builds
Note: Only legacy builds are supported. Gradle builds are not supported at this point in time.
- Returns an empty list when there's not registered plugins, thus preventing the creation of spurious iterator objects
- Inline `Godot#getRotatedValues(...)` given it only had a single caller. This allows to remove the allocation of a float array on each call and replace it with float variables
- Disable sensor events by default. Sensor events can fired at 10-100s Hz taking cpu and memory resources. Now the use of sensor data is behind a project setting allowing projects that have use of it to enable it, while other projects don't pay the cost for a feature they don't use
- Create a pool of specialized input `Runnable` objects to prevent spurious, unbounded `Runnable` allocations
- Disable showing the boot logo for Android XR projects
- Delete locale references of jni strings
On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:
```
runOnRenderThread {
GodotLib.ondestroy()
forceQuit()
}
```
The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.
To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
Long press is used to simulate right-click events for finger touch and stylus. The previous logic also caused it to trigger for mouse input, which is not needed since the user can instead use the mouse right click button.
This update disables long press as right click events for mouse input.
- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR.
- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
The existing 'idea.platform.prefix' system-property approach
only worked because of a Android Studio bug that leaks the
system properties from Android Studio into Gradle build:
- https://issuetracker.google.com/201075423
This bug was fixed in Android Studio 2023.3.1 (Jellyfish).
The correct way of identifying builds from Android Studio is to
use the following project property (not system property):
- android.injected.invoked.from.ide
- Fix invalid detection of mouse input. Prioritize using the event tool type to detect the type of the event, and only use the event source as fallback.
- Ensure that pressure and tilt information is passed for touch drag events
- Consolidate logic and remove redundant methods
- Improve the logic to detect when external hardware keyboards are connected to the device
Replace the use of WindowInsetsAnimation with WindowInsetsAnimationCompat; the former was only introdcued in api 30 and caused a crash on older versions of Android.
Fixes https://github.com/godotengine/godot/issues/91773