Commit Graph

796 Commits

Author SHA1 Message Date
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
Fredia Huya-Kouadio 2f38cfd9ab Fix Android templates size regression
The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped.
Since the change is only needed for development (debugging) purposes, it's commented out by default.
2020-04-23 00:21:39 -07:00
fhuya c591cb8fda Migrate legacy apache dependency to the GodotPayment plugin
This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
2020-04-15 22:36:58 -07:00
Rémi Verschelde ca896ddbf0 Android: Bump build tools to 29.0.3 2020-04-14 13:47:13 +02:00
fhuya 73d4e2eefb Delete unused drawable resources. 2020-04-13 16:15:37 -07:00
SkyJJ 7fcd13575e Validate supported architectures when exporting to Android 2020-04-13 12:16:08 +02:00
fhuya 948c3cbb88 Add signal support to Godot Android plugin:
Supports registering and emitting signal from a Godot Android plugin
2020-04-10 09:22:21 -07:00
Rémi Verschelde 35c8ec065c
Merge pull request #37256 from m4gr3d/add_custom_build_gradle_settings
Update Android custom template build configuration
2020-04-10 13:57:56 +02:00
PouleyKetchoupp 802bbe87ad Fix extra warnings in Android build 2020-04-10 11:06:11 +02:00
PouleyKetchoupp e167af3737 Display Server support 2020-04-08 01:47:09 +02:00
fhuya 9c11076a20 Update Android custom template build configuration. 2020-04-07 09:07:44 -07:00
PouleyKetchoupp af424b1c7c Vulkan rendering for Android 2020-04-03 11:18:59 +02:00
Rémi Verschelde ba2ec53a26 Android: Downgrade gradle plugin to 3.5.3
With the NDK installed locally, gradle plugin 3.6.0 seems to enforce
a specific older NDK version, and will fail building if you don't have
it installed with:

```
No version of NDK matched the requested version 20.0.5594570.
Versions available locally: 21.0.6113669
```

Upstream issue: https://github.com/gradle/gradle/issues/12440
2020-04-02 23:16:54 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Rémi Verschelde 60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +01:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky 4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde cbbe0743a9
Merge pull request #37219 from RajatGoswami/missing-include-guards
Adding missing include guards to header files identified by LGTM
2020-03-23 11:17:24 +01:00
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
Aaron Franke 7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Marcel Admiraal e74f8aaaf1 Fix Android export throwing Unicode errors. 2020-03-20 17:23:40 +00:00
fhuya d7b10beb1b Update the naming scheme for the GodotPlugin's methods in preparate of the vulkan integration. 2020-03-19 15:28:33 -07:00
unknown 90cdacd741 Removed unused code in android detect.py and SCsub 2020-03-18 18:12:50 +05:30
fhuya 99173c5fc4 Complete the implementation of the GodotPayment plugin.
Move the remaining plugin components within the plugin source code.
2020-03-17 17:43:09 -07:00
Rémi Verschelde 6c74f38f0b
Merge pull request #36906 from m4gr3d/enable_android_studio_debugging
Enable Android Studio debugging
2020-03-17 16:31:04 +01:00
Rémi Verschelde b8577ecce1
Merge pull request #37106 from akien-mga/clang-format-cpp11
Style: Set clang-format Standard to Cpp11
2020-03-17 08:42:39 +01:00
Rémi Verschelde cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
PouleyKetchoupp c169367e83 Fix text_entered signal when max_length is used in LineEdit on Android
Fixes #35954
2020-03-13 17:04:40 +01:00
fhuya 7aa1c3e490 Fix initialization of the GodotPayment plugin
The `onGLRegisterPluginWithGodotNative()` method is supposed to be invoked only by `Godot`.
2020-03-09 10:32:23 +01:00
fhuya 41dadb2b2b Enable Android studio debugger. 2020-03-08 12:37:46 +01:00
fhuya 7dea2ad1de Trim the whitespace around the plugins names. 2020-03-06 17:22:04 -08:00
fhuya f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
fhuya c090caa58b Provides a base implementation of the Vulkan surface view (VkSurfaceView.kt) and its accompanying components.
The implementation is meant to be extended and updated in order to integrate it with the existing Godot java and native codebase.
2020-03-05 08:01:42 -08:00
fhuya b38283a6b7 Miscellaneous cleanup for the Android codebase:
- update gradle plugins versions
- add formatting rules for AndroidManifest and gradle build files
- cleanup java_godot_lib_jni

Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-04 12:16:17 -08:00
Rémi Verschelde 080b5df625
Merge pull request #36682 from nekomatata/android-compilation-fix
Compilation fixes on Android
2020-03-04 16:22:16 +01:00
PouleyKetchoupp ed0655cdfb Compilation fixes on Android 2020-03-04 13:15:37 +01:00
Pedro J. Estébanez aee586553a Improve UX of drive letters
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.

This improves the UX on Windows.

In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
Rémi Verschelde e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
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
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg 1af06d3d46
Rename `scancode` to `keycode`.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rafał Mikrut d0621b954b Fix suspicious | and + operators 2020-02-23 09:28:54 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +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 0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +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
Rémi Verschelde 8e674ea70c
Merge pull request #35701 from AlexHolly/fix-double_tap-pressed-regression
Fix double tap pressed event regression
2020-02-09 13:12:16 +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
PouleyKetchoupp 196860508a Fixed LineEdit virtual keyboard inputs on Android
Changed the condition to add a length filter to make it consistent with the documentation (0 means no character limit). Otherwise the default value in LineEdit causes the virtual keyboard to be non-fonctional on Android.
2020-01-31 16:24:09 +01:00
Alexander Holland d2a5b7367b Fix double tap pressed event regression 2020-01-29 16:24:40 +01:00
Rémi Verschelde 096bf873bc
Merge pull request #35632 from godotengine/revert-32854-fix-wireless-adb-debugging
Revert "Fix Android deploy with Remote Debug or Network FS over Wi-Fi"
2020-01-27 21:13:37 +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
fhuya 9bd841b86d Address crash caused by missing dependency. 2020-01-27 10:45:25 -08:00
fhuya e41caac7db Address crash caused by missing dependency. 2020-01-27 10:26:01 -08:00
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
Bruno Lourenço a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00
Rémi Verschelde 837adb30fd Revert "Exposes capture methods to AudioServer + documentation" #30468
Reverts the following commits:

- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
  "Exposes capture methods to AudioServer, variable renames for
  consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
  "Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
  "Fix to make sure the capture buffers are deallocated at shutdown.
  Silences warnings."

Some documentation improvements were kept for pre-existing methods.

See rationale for reverting these changes in #30468.
2020-01-20 13:18:01 +01:00
Rémi Verschelde adb6734b49 doc: Sync classref with current source 2020-01-19 23:19:29 +01:00
Ignacio Etcheverry a6105c8ea0 Fix ClassDB API portability with some android and editor classes
- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb. We must make sure to
set Editor as the current ClassDB API type before creating an instance.

- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.

- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.

- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016).
2020-01-19 20:15:13 +01:00
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
Alexander Holland dd2fd4e853 fixes android double tap regression 2020-01-13 12:46:33 +01:00
fhuya 5b9631563c Add support for generating a Oculus Mobile VR apk with hand tracking support. 2020-01-10 09:51:14 -08:00
Alexander Holland b1b308411a Fixes Android FileDialog
- Go up was not working, simplify was used one time too much
- Added GestureHandler
  - Added doubleTap to recognize open dir
  - Fixed scroll where sometimes the scroll jumped between start and end when pointer was outside or on the edge of the scroll area
2020-01-10 15:25:08 +01:00
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 8938577459 i18n: Sync translations with Weblate + update template
Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
2019-12-22 13:27:02 +01:00
Fabio Alessandrelli ca19a3fe9a Fix crash on Android with no manifest permissions.
API allows for null array of permissions. It is now normalized with an
empty array.
2019-12-17 14:46:04 +01:00
Fabio Alessandrelli 04c917899f Add Android NetSocket implementation.
Automatically acquire and release multicast lock when needed.
2019-12-14 18:10:36 +01:00
Fabio Alessandrelli fafda80a4b Add GodotNetUtils Java class for Android.
Provides access to a MulticastLock.
As specified by the Android API, broadcast/multicast packets may be
filtered on some phones unless the application explicitly acquires
a "MulticastLock".
2019-12-14 18:10:36 +01:00
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
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
Rémi Verschelde c41c24562d Style: Add missing copyright headers 2019-11-22 08:37:09 +01:00
Rémi Verschelde 6cd3c921f1 Revert "Android : implement InputEventMagnifyGesture and InputEventPanGesture"
This reverts commit 9cc66495cf.

This caused regressions with the handling of screen drag events.

Fixes #33428.
Fixes #33459.
Fixes #33470.
2019-11-11 08:29:58 +01:00
Jérémy Zurcher 9cc66495cf Android : implement InputEventMagnifyGesture and InputEventPanGesture
sets threshold constants PAN_GESTURE_MIN_DELTA and MAGNIFY_GESTURE_MIN_FACTOR
2019-11-02 11:17:22 +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
Cagdas 0088385556 Add request permission automatically at android 2019-10-22 22:52:13 +03:00
Rémi Verschelde acd5c7e767
Merge pull request #32858 from m4gr3d/expand_singleton_base_api
Add `View SingletonBase#onMainCreateView(Activity activity)` api
2019-10-22 13:52:39 +02:00
Fredia Huya-Kouadio 4407350608 Add `View onMainCreateView(Activity activity)` api to the `Godot.SingletonBase` class.
The new api allows plugins to define and provide their views for inclusion in the Godot Android view hierarchy.
2019-10-18 10:05:53 -07:00
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
Hugo Locurcio c8a8be6dd1
Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2019-10-12 23:23:33 +02:00
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
Alexander Holland db582a2c8c Adds Pen support for Android 2019-10-04 23:57:01 +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 2b628e5d5b
Merge pull request #32269 from m4gr3d/improve_build_time
Update the Godot gradle build tasks to provide additional flexibility
2019-09-24 16:29:34 +02:00
fhuya ef143447ad Updates the Godot gradle tasks to enable manual runs of the `scons` command.
Example: To generate for the `release` build target and for the `armv7`, `arm64v8` and `x86` architectures, run the commands:
```
cd godot
scons -j4 platform=android target=release android_arch=armv7
scons -j4 platform=android target=release android_arch=arm64v8
scons -j4 platform=android target=release android_arch=x86
cd platform/android/java
./gradlew generateGodotTemplates
```

Notes:
- The generated build templates will be located in the `godot/bin` directory (i.e: `android_debug.apk`, `android_release.apk`, `android_source.zip`).
- The gradle command will only generate templates for the target(s) with available native shared libraries. For example, running the commands above will only generate the `android_release.apk` and `android_source.zip` files.

To delete the generated artifacts, the following commands can be used:
```
cd platform/android/java
./gradlew cleanGodotTemplates
```
2019-09-24 06:18:21 -07:00