| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
|
|
|
|
| |
(cherry picked from commit 961394a988c7567612b133092212cbacf4dd98b2)
|
|
|
|
| |
(cherry picked from commit 90c35f3978fa03a7f8d90f55889a4004228faf5a)
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
(cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084)
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
|
| |
|
|
|
|
|
|
| |
instead of milliseconds
(cherry picked from commit cde873b4064360da01a9ffd92956e7d89e2c3eae)
|
|\
| |
| |
| | |
Android: Change the way `doNotStrip` is set
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:
```
runOnRenderThread {
GodotLib.ondestroy()
forceQuit()
}
```
The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.
To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
|
|\ \
| | |
| | |
| | |
| | |
| | | |
m4gr3d/restart_editor_when_updating_touchscreen_settings
[Android Editor] Resolve issues with the editor touchscreen settings
|
| | |
| | |
| | |
| | |
| | |
| | | |
Long press is used to simulate right-click events for finger touch and stylus. The previous logic also caused it to trigger for mouse input, which is not needed since the user can instead use the mouse right click button.
This update disables long press as right click events for mouse input.
|
|/ /
| |
| |
| |
| |
| |
| | |
Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.
Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
|
| |
| |
| |
| |
| |
| | |
- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR.
- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
|
|/ |
|
|\
| |
| |
| | |
Update the Android splash screen logic
|
| |
| |
| |
| | |
Due to limitations to the splash screen introduced in Android 12, the splash screen logic is updated to the same logic as used on other platforms, i.e: the splash screen is rendered by the Godot engine instead of the Android runtime.
|
| | |
|
|/ |
|
|\
| |
| |
| | |
Consolidate the ProjectManager and Editor windows into a single Android Activity class
|
| |
| |
| |
| | |
Activity class.
|
|/ |
|
|
|
|
| |
dependencies have their own
|
|\
| |
| | |
Fix invalid detection of mouse input
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
- Fix invalid detection of mouse input. Prioritize using the event tool type to detect the type of the event, and only use the event source as fallback.
- Ensure that pressure and tilt information is passed for touch drag events
- Consolidate logic and remove redundant methods
- Improve the logic to detect when external hardware keyboards are connected to the device
|
|\ \
| | |
| | |
| | | |
Fix detecting when Gradle is invoked from Studio
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
The existing 'idea.platform.prefix' system-property approach
only worked because of a Android Studio bug that leaks the
system properties from Android Studio into Gradle build:
- https://issuetracker.google.com/201075423
This bug was fixed in Android Studio 2023.3.1 (Jellyfish).
The correct way of identifying builds from Android Studio is to
use the following project property (not system property):
- android.injected.invoked.from.ide
|
|/ / |
|
|/ |
|
|
|
|
|
|
| |
Replace the use of WindowInsetsAnimation with WindowInsetsAnimationCompat; the former was only introdcued in api 30 and caused a crash on older versions of Android.
Fixes https://github.com/godotengine/godot/issues/91773
|
|
|
|
| |
Found by apply the file_format checks again via #91597.
|
|
|
|
|
| |
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: m4gr3d <m4gr3d@users.noreply.github.com>
|
|
|
|
| |
Follow up to https://github.com/godotengine/godot/pull/90403
|
|\
| |
| |
| |
| |
| | |
m4gr3d/fix_android_gradle_build_copy_rename_permissions_error
Fix issue causing the `copyAndRename*` task to fail on occasions on Windows machines
|
| |
| |
| |
| |
| |
| |
| | |
machines
Gradle automatically handles up-to-date checks for output files and directories. This behavior sometimes causes the `copyAndRename*` task to fail on Windows machines when gradle tries to check on existing files in the output directories it doesn't have access to.
To fix the issue, we disable this gradle behavior following the instructions in https://docs.gradle.org/8.2/userguide/incremental_build.html#sec:disable-state-tracking
|
|/ |
|
|
|
|
|
|
|
|
|
| |
Once sensor listeners are registered, onSensorChanged() (and subsequently
getRotatedValues()) gets called multiple times per socond. Obtaining
WindowManager on each of those calls is superfluous and can be avoided
by extracting it to a lazy class val. getRotatedValue() can also be
called before checking sensor type, and used for each one of them,
resulting in less code repetition.
|
|\
| |
| |
| | |
Android: Remove redundant semicolons from Kotlin/gradle files
|
| | |
|
|\ \
| | |
| | |
| | |
| | |
| | | |
melquiadess/extract-command-line-file-parsing-and-add-unit-tests
Android: Extract parsing command line file to a separate class + add unit tests
|
| |/ |
|
|/
|
|
|
|
|
|
| |
This PR prevents potential NPEs, and follows Kotlin conventions more closely
by replacing the unsafe !! operator with safe ?. (or ?.let) (usually
!! would only be used very rarely, and with a good reason - there is one
place left in this PR where !! makes sense), and by replacing Java style
'if (x != null)' with Kotlin's '?.'
|
| |
|
|
|
|
|
|
| |
request multiple permissions at a time
Fix https://github.com/GodotVR/godot_openxr_vendors/issues/101
|
|
|
|
| |
Co-Authored-By: joined72 <19651914+joined72@users.noreply.github.com>
|
|\
| |
| |
| | |
Add export setting to specify whether the native libraries should be compressed for the gradle build
|
| |
| |
| |
| | |
compressed for the gradle build
|
|/ |
|