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path: root/platform/android/java/app/AndroidManifest.xml
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* Add partial support for Android scoped storage.ne0fhyk2021-08-161-0/+1
| | | | | This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30. In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
* Add support for prompting the user to retain app data on uninstall.Fredia Huya-Kouadio2021-08-121-0/+1
| | | | Supported on Android 10 and higher.
* Android: Add `isGame` application attribute, default to trueRémi Verschelde2021-07-011-2/+3
| | | | | | | | | | | | | | It can be turned off in the export preset with `package/classify_as_game`. Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame > `android:isGame` > > Whether or not the application is a game. The system may group together > applications classifed as games or display them separately from other > applications. Also fixes replacing `android:allowBackup` in custom builds.
* Remove deprecated xr features properties. These properties are now provided ↵Fredia Huya-Kouadio2021-04-261-7/+2
| | | | directly by the plugin.
* Update the logic to load Godot Android plugins packaged into the binary.Fredia Huya-Kouadio2021-02-261-5/+0
| | | | The previous logic had the side effect of imposing a limit of one plugin per `aar` binary. The update lifts that restriction.
* Add logic to record the version of the Godot engine for the Android platform.Fredia Huya-Kouadio2021-02-241-0/+5
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* Fix splash screen loading on AndroidFredia Huya-Kouadio2020-08-191-1/+1
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* Fix the logic to enable focus awarenessFredia Huya-Kouadio2020-06-271-2/+2
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* Add support for focus awarenessFredia Huya-Kouadio2020-06-041-0/+3
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* Implementation of the Godot Android Plugin configuration fileFredia Huya-Kouadio2020-05-171-2/+2
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* Re-architecture of the Godot Android plugin.fhuya2020-03-051-15/+10
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* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-1/+0
| | | | | | | | | | | | | | 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!
* Add support for Android adaptive icons.Bruno Lourenço2020-01-141-1/+1
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* Android: Fix manifest parsing and APK names in export codeRémi Verschelde2019-10-031-5/+2
| | | | | | | | | | | 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.
* Split the Android platform java logic into an Android library module (`lib`) ↵fhuya2019-09-041-0/+65
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').