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Initial Android Support - #1565
williamchange wants to merge 9 commits into
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I'm curious how well it works when using the Mobile renderer, given the lower rendering precision. (You can get Mobile to have the same precision as Forward+ by enabling HDR 2D on viewports, but this affects UI rendering due to different alpha handling.)
Godot should be able to automatically generate the debug keystore now. Is that not being done when exporting from the command line? If so, we should probably address this on the engine side. It's not a big deal either way since you've also configured release exports, but for debug-only export workflows, we could perhaps streamline this a little. |
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testing locally on mac Looks like it's signed, I based the ci from GodSVG so I didn't check |
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The aim of this PR is to add basic touch support and touch-friendly controls to increase usability on mobile, without doing a complete overhaul
CI
Adds afor release exports secrets are used (i.e.debug.keystorein the repo only for singing debug builds,KEY_ALIASandKEYSTORE_PASSWORD), the release keystore is expected to be in Base64 underKEYSTOREMost of the following only applies when ran on an android device, but can still be customized on other platforms(e.g. toggling touch optimizations and the touch panel)
Documentation
Splashscreen
Flexible Layout
Preferences
Add Node Popup
Library Panel
Easy SDF
File Dialog
Environments
Graph Panel
Curve / Lattice / Polygon Editors
Preview 2D
Misc