Commit Graph

113 Commits

Author SHA1 Message Date
Dmitry Pupinin 46bab3abc7 Allow setting higher numbers in Android version/code 2018-05-29 11:59:23 +02:00
RameshRavone d3182248c4
Fix: JAR files signed with the MD5 algorithm as unsigned 2018-05-07 21:02:53 +05:30
Ignacio Etcheverry c8884ce3bd Fix _export_begin not being called when exporting to android 2018-04-26 23:07:21 +02:00
Hugo Locurcio 1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
volzhs 4e378aeeb8 Fix getting Android device information
Fix #17644
2018-03-20 13:53:33 +09:00
luz.paz 612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Ruslan Mustakov 99f93ea440 Make remote FS work with GDNative on Android
.so files are added to the .apk when remote FS is used.
2018-01-16 15:18:47 +07:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Bernhard Liebl 95edc3855a Increase sleep time for android export thread 2017-12-17 11:50:11 +01:00
Nathan Warden f89d78a7a4 Updated Linux template extensions to match architecture. 2017-12-12 16:09:48 -05:00
Pedro J. Estébanez 9e9db55cb8 Fix crash on Android export
Caused by a zero-length command-line segment.

Fixes #14343.
2017-12-10 02:31:51 +01:00
Juan Linietsky bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Ruslan Mustakov 871deb6878 Allow to specify multiple resolution Android icons 2017-11-24 11:19:22 +07:00
Ruslan Mustakov ebf9b80a47 Proper GDNative export on Android 2017-11-21 20:40:31 +07:00
Rémi Verschelde 6947bed015 Pass engine name and version parts as proper strings
Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
2017-11-20 00:51:14 +01:00
Rémi Verschelde ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde 6e3f2f44af Use new XDG folders to dehardcode paths 2017-11-19 20:54:26 +01:00
Rémi Verschelde 9f134aa5d1 Cleanup old references to GLES2 renderer
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.

The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19 17:52:18 +01:00
Rémi Verschelde ad199c3964 EditorSettings: Rename settings_path to settings_dir
Also to prepare for upcoming refactoring for XDG support.
2017-11-17 20:55:09 +01:00
Rémi Verschelde 6361e24f29 Cleanup unnecessary debug prints 2017-10-21 20:41:07 +02:00
Juan Linietsky 3d87b70f7a Added the set/get_setting function in Editor/Project settings. Renamed has() to has_setting. Fixes #11844 2017-10-05 15:34:34 -03:00
Hein-Pieter van Braam b2a38854fd Fix unused variable warnings
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
Hein-Pieter van Braam 9c63ab99f0 Fix use of unitialized variables
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Rémi Verschelde 6f762ad709 Merge pull request #10422 from endragor/gdnative-android
Make GDNative work on Android
2017-08-31 13:51:10 +02:00
Pedro J. Estébanez d5447a90cc Fix pre-Lollipop (21) Android debug
Namely, automatically pick debug over Wi-Fi for devices with an older release and debug over USB otherwise.

A message is printed both in editor output window and console (uppercase here) to let the user know about what mechanism is being used and why.
2017-08-30 20:39:01 +02:00
Pedro J. Estébanez a464659d5b Fix parsing of Android API level
And renaming the `Device.release` field to `api_level` for correctness.
2017-08-30 20:21:26 +02:00
Ruslan Mustakov 5ccdeccb6e Make GDNative work on Android
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.

 - .so libraries are exported to lib/ folder in .apk, instead of assets/,
   because that's where Android expects them to be and it resolves the
   library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
   the current device. So we establish the convention that Android .so
   files in the project must be located in the folder corresponding to
   the ABI they were compiled for.

 - Godot callbacks (event handlers) are now called from the same thread
   from which Main::iteration is called. It is also what Godot now
   considers to be the main thread, because Main::setup is also called
   from there. This makes threading on Android more consistent with
   other platforms, making the code that depends on Thread::get_main_id
   more portable (GDNative has such code).

 - Sizes of GDNative API types have been fixed to work on 32-bit
   platforms.
2017-08-30 18:14:19 +07:00
Henrik Andersson 230de5bc9c Fix export of 32 Bits Framebuffer option 2017-08-29 02:36:41 +02:00
Rémi Verschelde a91d12ab94 Merge pull request #10531 from RandomShaper/remove-old-android-setting
Sanitize Android debug
2017-08-29 00:09:27 +02:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Pedro J. Estébanez 39c6b3d942 Make Android debug over USB the only option
'Remote debug over ADB' is removed as that will be always the case.
2017-08-22 17:17:42 +02:00
Wilson E. Alvarez 738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Rémi Verschelde 93f1fb1c2f Fixes for new two-dash long command line arguments
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping
- Cleanup obsolete code here and there
2017-08-21 08:09:22 +02:00
Juan Linietsky b9dcebb37c Revert "Second take at making command-line arguments more UNIX-like + main.cpp and help cleanup" 2017-08-19 17:47:27 -03:00
Rémi Verschelde 70b0857f6c Fixes for new two-dash long command line arguments
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Cleanup obsolete code here and there
2017-08-19 16:48:11 +02:00
Rémi Verschelde edd69de1fd Merge pull request #9838 from RandomShaper/android-arm64
Add support for ARMv8 (64-bit) on Android
2017-08-01 22:24:31 +02:00
Pedro J. Estébanez c8d1457898 Fix Android debug/run
- Prefix all __adb__ commands with device specification to avoid errors when multiple devices connected.
- Include Android release in device data collection.
- Force system user:.
    - Ability to enable/disable.
    - Apply only if OS release >= 17 (when multiuser was introduced.
    - Fix argument passing.
- Rename local variable `port` to `dbg_port` to better match its partner `fs_port`.
- Fix typo in error message.
2017-07-27 17:32:39 +02:00
Pedro J. Estébanez f78299c81b Add support for ARMv8 (64-bit) on Android 2017-07-25 12:28:46 +02:00
Juan Linietsky 772485cdb3 Several changes to better run in mobile. 2017-07-22 14:08:17 -03:00
Juan Linietsky 25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
L. Krause 92367968e7 Use custom native-run icons for Android and HTML5 2017-06-27 21:06:26 +02:00
Poommetee Ketson e3998528e0 BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
Fabio Alessandrelli b76275ab12 Fix `network/debug/remote_port` editor setting not working properly 2017-06-10 23:34:35 +02:00
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Andreas Haas 246dfc65ca
Fix crash on exit.
First it crashed in the thread that checks for android devices, then in the audio driver.
2017-04-10 19:51:07 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
volzhs f912bcd943 Fix wrong name for Android export 2017-03-24 15:26:55 +09:00