godot/platform/android/java/app
Raul Santos 0aa46e19c5
C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails
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).
2024-09-16 17:07:03 +02:00
..
assetPacks/installTime Update Android dependencies for the project 2024-01-18 10:35:32 -08:00
assets Enable `doNotStrip` when doing development/debugging within Android Studio 2021-03-16 17:21:00 -07:00
res Update the splash screen logic for the Godot app template 2024-06-10 00:59:36 -07:00
src/com/godot/game C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
AndroidManifest.xml Fix ANRs reported by the Google Play Console 2024-07-04 05:18:50 -07:00
build.gradle C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
config.gradle C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
gradle.properties Fix gradle build errors when the build path contains non-ASCII characters 2024-02-13 14:31:08 -08:00
settings.gradle Improve support for XR projects 2024-09-06 00:35:50 -07:00