godot/platform/android/export
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
..
export.cpp [Editor] Expose more editor settings to documentation 2024-09-12 15:34:49 +02:00
export.h [Export] Add readable descriptions and validation warnings to the export options. 2023-04-19 08:35:59 +03:00
export_plugin.cpp C#: Fallback to CoreCLR/MonoVM hosting APIs when hostfxr/NativeAOT fails 2024-09-16 17:07:03 +02:00
export_plugin.h Allow adding custom export platforms using scripts / GDExtension. 2024-08-28 10:29:01 +03:00
godot_plugin_config.cpp Re-architect how Android plugins are packaged and handled at export time 2023-07-18 19:14:53 +02:00
godot_plugin_config.h Re-architect how Android plugins are packaged and handled at export time 2023-07-18 19:14:53 +02:00
gradle_export_util.cpp Android: Allow using alternative Gradle build directory 2024-02-16 15:20:47 -06:00
gradle_export_util.h Android: Allow using alternative Gradle build directory 2024-02-16 15:20:47 -06:00
logo.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00
run_icon.svg Style: Optimize `.svg` files with `svgo` 2024-06-23 08:15:19 -05:00