Commit Graph

379 Commits

Author SHA1 Message Date
Pedro J. Estébanez 1179421068 Allow basic user data backup on Android 2021-05-25 17:47:32 +02:00
Nathaniel Morihara 2cf19293ba Exporting: Android Debug Keystore Warnings 2021-05-24 19:48:29 -04:00
Hugo Locurcio 660952a857
Use an enum to represent screen orientation in the Project Settings
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
  is disabled.
- Remove redundant orientation setting in the iOS export preset.
  The project setting is now used (like on Android).

Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
2021-05-24 18:53:10 +02:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Fredia Huya-Kouadio abb21844d8 Remove deprecated xr features properties. These properties are now provided directly by the plugin. 2021-04-26 13:20:12 -07:00
Fredia Huya-Kouadio 3a033c44b6 Fix issue causing export to fail with "Could not unzip temporary unaligned APK" error and improve command output logging. 2021-04-15 13:33:37 -07:00
Fredia Huya-Kouadio b51dc2dc44 Fix custom boot splash image scaling. 2021-04-12 16:38:41 -07:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 9bbe51dc27
Style: Apply clang-tidy's `modernize-use-nullptr` 2021-04-05 14:05:07 +02:00
Rémi Verschelde 0e8fae1038
Merge pull request #46457 from m4gr3d/fix_invalid_missing_templates_error_master
Fix invalid missing template error when the Android build template is not installed
2021-02-27 16:52:25 +01:00
Fredia Huya-Kouadio 6f0ca6c9f7 Fix invalid missing template error when the Android build template is not installed. 2021-02-26 12:31:12 -08:00
Fredia Huya-Kouadio 6fd881e43c Update the logic to load Godot Android plugins packaged into the binary.
The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
2021-02-26 08:38:39 -08:00
Fredia Huya-Kouadio eda18fcc1f Update the filtering logic to properly handle directories with `.gdignore` files. 2021-02-24 18:40:36 -08:00
Fredia Huya-Kouadio bc5120eb97 Add logic to record the version of the Godot engine for the Android platform. 2021-02-24 04:23:46 -08:00
Rémi Verschelde 310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez 8e128726f0 Modernize atomics
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed

Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Fredia Huya-Kouadio 526b99ee36 Disable engine splash logic on Android; this is now handled by the Android theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
2021-02-18 03:20:49 -08:00
Fredia Huya-Kouadio 9714abf8cb Add verbose logging to help with troubleshooting the Android build/export process. 2021-02-17 13:18:41 -08:00
Pedro J. Estébanez 99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Sergey Minakov 7990c2c5e8 [Plugins] Rename 'PluginConfig' struct to platform specific name 2021-01-15 17:54:35 +03:00
Marcel Admiraal 2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Rémi Verschelde 3433780c49
Merge pull request #44645 from m4gr3d/update_apk_signing_logic
Update the logic to sign prebuilt Godot Android apks
2021-01-01 22:58:11 +01:00
Fredia Huya-Kouadio 49969de221 Update the logic to sign prebuilt Godot Android apks.
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK.
The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary.

Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
2021-01-01 13:36:27 -08:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde 72c13c2631
Merge pull request #44638 from m4gr3d/export_format_util_method
Hardcode the export format for the editor 'run' feature
2020-12-30 09:11:31 +01:00
Fredia Huya-Kouadio de64b783b4 Add utility method to export the project using a preset format and sign parameter. 2020-12-29 09:04:01 -08:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
Fredia Huya-Kouadio 918b218b55 Update gradle build files to automatically perform signing and zipalign tasks for custom builds. 2020-11-22 18:11:54 -08:00
Rémi Verschelde 504efc5f9b
Export: Reorder options for consistency across platforms 2020-11-20 11:17:50 +01:00
Fredia Huya-Kouadio c4f2d87747 Fix zipalign command name on Windows machines. 2020-11-18 23:30:45 -08:00
Rémi Verschelde 9e7348f788
Merge pull request #43526 from m4gr3d/address_new_custom_build_logic_issues
Address new custom build logic issues
2020-11-14 22:58:16 +01:00
Fredia Huya-Kouadio 5f6a44f0bb Add missing zip alignment step for generated apks. 2020-11-14 13:10:38 -08:00
Fredia Huya-Kouadio 3de720c11d Fix issue causing `Export all` to fail. 2020-11-14 13:10:38 -08:00
Fredia Huya-Kouadio 3c1a1a760e Clear unneeded assets when generating an apk expansion.
Clean up export wording to account for the different export formats.
2020-11-14 13:07:32 -08:00
Marcus Brummer e1b9be4a6b Added the .jks file extension as valid preset for Android keystore files 2020-11-14 00:29:23 +01:00
Fredia Huya-Kouadio 597d9409f3 Remove duplicate Android `orientation` settings. 2020-11-13 12:20:06 -08:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
PouleyKetchoupp b271315bac Release .build_version file handle in Android custom build export 2020-10-28 09:07:20 +01:00
Mark Riedesel 5fe902244a Fix android apk contents having mtime 1 month in future
minizip documentation describes tm_mon as expecting the number of months
since January - [0, 11], but the month returned by OS.get_date() is in
the range of [1, 12].
2020-10-23 15:05:48 -04:00
Rémi Verschelde 4e19e3603b
Merge pull request #41385 from m4gr3d/fix_splash_loading_master
Fix splash screen loading on Android
2020-09-28 20:45:53 +02:00
bruvzg f043eabdd8
Adds PCK encryption support (using script encryption key for export).
Change default encryption mode from ECB to CFB.
2020-09-05 14:53:39 +03:00
bruvzg 80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Fredia Huya-Kouadio 2717891141 Fix splash screen loading on Android 2020-08-19 16:16:37 -07:00
Aman Jain 2b89944a3d Add 'Export App Bundle' to Android Export Options 2020-08-05 12:55:02 -04:00
Aman Jain e906ac4d3b refactor apk signing into it's own method 2020-07-27 14:24:57 -04:00
Aman Jain e53067c42e Write an AndroidManifest.xml file to be merged with app module's manifest. 2020-07-24 12:53:27 -04:00
Aman Jain 4a5ddcbad2 Copy icons to Gradle project 2020-07-23 11:37:33 -04:00
Aman Jain 5ff6f7a86b Create strings.xml files in the gradle project to handle localization 2020-07-15 13:02:59 -04:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Rémi Verschelde dc856481ff
Merge pull request #40244 from amanj120/forward_port_bundle_pr_permissions
Refactor permissions and command line flags into separate methods
2020-07-10 13:19:37 +02:00
Aman Jain f579057748 Refactor permissions and command line flags into separate methods 2020-07-09 16:34:08 -04:00
Aman Jain 78e003951a Utility methods for writing files to Gradle project. 2020-07-09 13:57:15 -04:00
Stijn Hinlopen 929b98d24b Remove String::find_last (same as rfind) 2020-07-03 15:26:22 +02:00
Fredia Huya-Kouadio 2d53b8173e Fix the logic to enable focus awareness 2020-06-27 16:43:08 -07:00
Fredia Huya-Kouadio 2bf1f8e4b3 Add support for focus awareness 2020-06-04 15:49:55 -07:00
Marcus Brummer 21263a65a9 Check if the specified Android release keystore exists 2020-06-04 13:37:14 +02:00
PouleyKetchoupp be22a1f9bc Fix inconsistent error messages with Android custom export templates 2020-06-01 23:13:31 +02:00
Fredia Huya-Kouadio c948d25b6e Validate that `Use Custom Build` is enabled when `Plugins` are selected
Remove `GodotPayment` from the default build template
2020-05-27 12:07:53 -07:00
Marcus Brummer abd66c1bb0 Perform a clean Gradle build if android plugins changed
Fixes #38986
2020-05-25 19:18:02 +02:00
Fredia Huya-Kouadio 6e2988f26a Update the permission string for the Oculus hand tracking to match the latest api update 2020-05-18 15:28:18 -07:00
Fredia Huya-Kouadio 14e6696c8e Implementation of the Godot Android Plugin configuration file 2020-05-17 11:11:26 -07:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde e956e80c1f Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
Part of #33027, also discussed in #29848.

Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
2020-05-10 13:12:16 +02:00
Rémi Verschelde e71b05d365
Merge pull request #37193 from madmiraal/fix-android-export-unicode-errors
Fix Android export throwing Unicode errors.
2020-04-28 14:27:56 +02:00
Fredia Huya-Kouadio 328354f878 Fix detection logic for the Android sdk path
The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
2020-04-24 04:21:36 -07:00
SkyJJ 7fcd13575e Validate supported architectures when exporting to Android 2020-04-13 12:16:08 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rajat Goswami 2ecf928ae3 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143
2020-03-23 04:52:36 -04:00
Marcel Admiraal e74f8aaaf1 Fix Android export throwing Unicode errors. 2020-03-20 17:23:40 +00:00
fhuya f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
Pedro J. Estébanez 18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rafał Mikrut d0621b954b Fix suspicious | and + operators 2020-02-23 09:28:54 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde 3dea5fd631 Remove incomplete battery status/power API
It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.

Closes #8770.
2020-02-14 13:43:32 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Hugo Locurcio 2dd3a01d11
Remove per-file progress reporting when exporting to Android
Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.

Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.

This closes #30850.
2020-02-05 22:24:39 +01:00
Marcel Admiraal 5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
Rémi Verschelde c317ac89bf
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi" 2020-01-27 19:59:24 +01:00
Mark Wynn Garcia 141230192c Check if can export before exporting; show error message if can't export. 2020-01-26 11:45:17 +08:00
Rémi Verschelde 7c97bd87d5 Android: Improve name of icon export properties
This seems more readable and still includes the required dimensions.
2020-01-17 13:06:32 +01:00
Bruno Lourenço abe83a1c84 Add support for Android adaptive icons. 2020-01-14 16:11:07 +00:00
fhuya 5b9631563c Add support for generating a Oculus Mobile VR apk with hand tracking support. 2020-01-10 09:51:14 -08:00
Bruno Lourenço 90b49e8888 Fix Android exporter manifest creation. 2020-01-09 20:46:06 +00:00
Rémi Verschelde 5011afcb6a Export: Improve usability of command line interface
I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.

- Streamline `can_export()` templates check in all platforms, checking
  first for the presence of official templates, then of any defined
  custom template, and reporting on the absence of any.
  Shouldn't change the actual return value much which is still true if
  either release or debug is usable - we might want to change that
  eventually and better validate against the requested target.

- Fix discrepancy between platforms using `custom_package/debug` and
  `custom_template/debug` (resp. `release`).
  All now use `custom_template`, which will break compatibility for
  `export_presets.cfg` with earlier projects (but is easy to fix).

- Use `can_export()` when attempting a command line export and report
  the same errors that would be shown in the editor.

- Improve error reporting after a failed export attempt, handling
  missing template and invalid path more gracefully.

- Cleanup of unused stuff in EditorNode around the export workflow.

- Improve --export documentation in --help a bit.

Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
2020-01-07 14:25:56 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
fhuya 50ab6decfe Replace the android.defaultConfig.applicationId in build.gradle with the package/unique_name. 2019-12-30 10:33:48 -05:00
Haoyu Qiu 078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde 0e6e64c9e9
Merge pull request #32854 from cooperra/fix-wireless-adb-debugging
Fix Android deploy with Remote Debug or Network FS over Wi-Fi
2019-11-28 10:02:55 +01:00
Fabio Alessandrelli 53637e4b1c Improve EditorExportPlatform interface.
Convert all get_device* methods to get_option* and normalize their usage
as icon, label, tooltip.
2019-10-23 10:59:03 +02:00
Robbie Cooper 37e6a8f901 Add connection information and serial number to device description
The description appears when hovering over the one-click-deploy button (top-right). This information helps the user distinguish between their devices if multiple are connected or if the same device is connected by both usb and tcpip (two entries in the list for the same device).
2019-10-15 16:58:26 -04:00
Robbie Cooper f3fdfefa09 Detect adb connection type and debug over Wi-Fi if needed
Avoid using adb reverse if deploying with adb tcpip.

This still can fail if the user is attempting to debug over usb and has connected their device over BOTH usb and tcpip. I'm not sure how we would detect that problem in advance though.
2019-10-15 16:47:14 -04:00
fhuya d0f8ef7646 Cleanup fix for the meta-data parsing crashing bug. 2019-10-11 11:12:53 -07:00
Rémi Verschelde 82141729d2 Android: Work around crash in _fix_manifest
Works around #32553, not fixing the underlying cause but
preventing the crash.
2019-10-11 09:03:21 +02:00
Rémi Verschelde 77b1214a9a
Merge pull request #32514 from akien-mga/android-one-click-dont-uninstall
Android one-click deploy: Don't clear by default
2019-10-03 12:33:51 +02:00
Rémi Verschelde 0c7b3fff44 Android: Fix manifest parsing and APK names in export code
A better fix would be to make Godot's export code properly parse the
tag over multiple lines (and maybe even use XMLParser instead of doing
it ad-hoc?).

As for the APK names, we could alternatively pick the first .apk found
in the `debug` and `release` folders without expecting a specific name.

Fixes #32414.
2019-10-03 12:13:45 +02:00
Rémi Verschelde 9d96f04138 Android one-click deploy: Don't clear by default
This makes iteration faster as you don't need to monitor your phone
to allow the installation each time.

Fixes #32183.
2019-10-03 10:43:59 +02:00
Rémi Verschelde dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin 17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Rémi Verschelde 393a0152ea
Merge pull request #32055 from qarmin/some_code_fixes
Changed some code found by Clang Tidy and Coverity
2019-09-23 10:00:31 +02:00
qarmin 50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
Cagdas ef5d1ebc95 Fix starting intent problem 2019-09-22 15:02:10 +03:00
Hugo Locurcio ba566dff2e
Distinguish editor-originating messages in the editor log
This fades out messages originating from the editor to make messages
printed by the project stand out more.

This also tweaks wording in some editor messages for consistency.
2019-09-20 01:59:02 +02:00
fhuya 7fabfd402f Split the Android platform java logic into an Android library module (`lib`) and an application module (`app`).
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
2019-09-04 16:20:22 -07:00
Rémi Verschelde b1f294b3ac Android: Improve dialogs about custom build template
The language didn't make it clear that it's installing a *source* template
to the project folder, for later use when compiling custom APKs.

Fixes #28736.
2019-08-29 13:22:20 +02:00
Rémi Verschelde 37a16fee05 Export: Remove temp files from cache after export
So far we left most temporary files lying around, so this attempts to
fix that.

I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
2019-08-12 13:31:59 +02:00
Robin Hübner 6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Cameron Reikes 62ed44d75f Add feature tag for hmd devices based on DOF
- Necessary according to https://developers.google.com/vr/develop/android/3dof-to-6dof
2019-08-07 16:41:49 -07:00
fhuya dea414abc8 Make the meta-data name attribute settable. This will facilitate reuse for ARCore integration. 2019-07-02 11:21:26 -07:00
Rémi Verschelde d2c416ec62
Merge pull request #29824 from m4gr3d/add_ovr_export
Add XR mode selection to the Android export process.
2019-07-02 10:36:30 +02:00
fhuya 12e0dc1b65 Add XR mode selection to the Android export process. 2019-07-02 00:12:38 -07:00
Rémi Verschelde d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
Nils ANDRÉ-CHANG d2833d4f4d Replace ` + "/" + ` with `String::file_add()` 2019-06-23 13:33:50 +01:00
Rémi Verschelde d61bce1b75
Merge pull request #29910 from m4gr3d/dev_deprecate_armv6
Deprecate support for Android armv6 architecture
2019-06-20 10:22:23 +02:00
fhuya f7200d6960 Deprecate armv6 support for Android 2019-06-19 12:05:58 -07:00
JohnJLight 38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
George Marques c121d8871d
Allow project export to be canceled 2019-05-18 15:33:57 -03:00
Rémi Verschelde ae41e35191
Merge pull request #27676 from qarmin/small_fixes_2
Small fixes to static analyzer bugs
2019-05-01 08:19:04 +02:00
Juan Linietsky af9bb0ea15 Clean up latency related functions 2019-04-27 12:23:05 -03:00
Juan Linietsky dd03dcbd5a Android now (optionally) builds the template when exporting
Added new way to create add-ons
Removed old way to create add-ons
2019-04-07 15:46:52 -03:00
qarmin 856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
qarmin 8460d0678c Small fixes to static analyzer bugs 2019-04-04 22:00:16 +02:00
volzhs 8920bb8c1b Fix directory check when exporting project
Fix #26702
2019-03-06 21:20:18 +09:00
Rémi Verschelde b4d5c1ab5b
Merge pull request #26633 from akien-mga/driver-fallback-etc
Disable driver fallback to GLES2 by default
2019-03-06 00:57:49 +01:00
Ricardo Lüders 3fdbdd8380 Fixes misleading error message when trying to export
This patch fixes the misleading error message when users
try to "export all" into an invalid destination path.

Closes #26539
2019-03-05 21:32:52 +01:00
Rémi Verschelde b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
Rémi Verschelde 9d002442b2 Improve VRAM texture compression checks for mobile/web
For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.

Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.

Fix ETC check invalidating templates on HTML5.
Fixes #26476.
2019-03-03 13:24:08 +01:00
Juan Linietsky f669ebeeaf -Properly handle missing ETC support on export
-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde bc26d0d6cd Platform: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
  (same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
  `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
  use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
  `EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
  `PowerOSX`
- `OSUWP` renamed to `OS_UWP`

Dropped:
- `platform/windows/ctxgl_procaddr.h`
2019-02-12 16:56:25 +01:00
Rémi Verschelde 2323464f5e ExportDialog: Make error messages translatable
Also fix missing newlines that caused #24202.
2019-01-21 18:34:53 +01:00
Rémi Verschelde 9e820cdf20 Android: Enable arm64-v8a export by default
From August 1, 2019, Google Play requires that all new apps and app updates
include 64-bit versions, so we enable ARM64 by default.

IINM support for x86 and x86_64 is still be optional, so not enabling them
out of the box.

Part of #25030.
2019-01-16 13:54:51 +01:00
Rémi Verschelde 7f4ee36469 Android: Add support for x86_64 architecture
Like arm64v8, this is only supported by API 21 and later,
so we enforce 21 as min API for x86_64.

Part of #25030.
2019-01-16 11:39:39 +01:00
Rémi Verschelde bd6ab5360f
Merge pull request #24592 from volzhs/android-etc
Make possible to use ETC texture format with GLES3 on Android
2019-01-04 16:49:49 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
volzhs 130cdb2f2a Make possible to use ETC texture format with GLES3 on Android
Currently, textures are not exported if use ETC on project settings and export project with GLES3.
GLES3 should be able to use ETC format also.
2018-12-26 00:47:06 +09:00
George Marques e3e5a1bb6e Add option to add debug keystore in Android export 2018-12-19 15:09:09 -02:00
volzhs b385a4b053 Fix lint error/warning while building android template 2018-12-18 17:26:33 +09:00
Rémi Verschelde 16fda586d9 Android: Don't expose x86_64 ABI for export if we can't build templates for it
Support for x86_64 *could* be added in detect.py, but AFAIK this is not
a widespread architecture for Android, much less for gaming devices.
2018-12-14 23:08:00 +01:00
George Marques 22233ded4a Change custom permissions in Android export to an array
Don't limit the amount of permissions and makes it simpler to
understand.
2018-11-30 11:13:50 -02:00
Rémi Verschelde 5beaea9891
Merge pull request #23389 from marcelofg55/multiple_ext
Export for OS X on OS X now lets you select .dmg or .zip
2018-11-02 11:07:18 +01:00
Marcelo Fernandez d51999f11d Export for OS X on OS X now lets you select .dmg or .zip 2018-11-01 10:08:26 -03:00
Konrad Nowakowski 2255d4fdfd Add android export error on invalid package name 2018-10-29 14:26:53 +00:00
Juan Linietsky bad991ea83 Many more fixes for GLES2 mobile export. Also added ability to turn on OpenGL debugging on Android export. 2018-10-02 10:00:15 -03:00
Juan Linietsky c24277a520 -Many GLES2 optimizations
-Android export fixes (use ETC if GLES2 backend in use)
-revert to thekla atlas because xatlas is not working well
2018-09-30 23:11:24 -03:00
Rémi Verschelde cdc411fd54 Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], [-Wreturn-local-addr] and more
Fixes the following GCC 5 warnings:
```
core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress]
servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress]

drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith]

modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]

modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr]

editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive
modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file

editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed
modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed
scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed
scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed
```
2018-09-27 16:33:52 +02:00