This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
This removes the reliance on the not-so-fully-implemented Power API,
which throws an error in the HTML5 editor.
This was already changed to 200 ms in the master branch, and here I
picked 300 ms to be consistent with the iOS export plugin. All these
thread sleeps need to be re-assessed together to be made more
consistent (and possibly configurable - and most importantly battery
preserving by default).
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NOEDITOR
- Unlock resizing for the Godot Editor
- Add an option to specify whether a game is resizeable for the Godot template
(cherry picked from commit 3f299e9255)
- Adds the parameters for supported Meta devices, which is required to access some device specific capabilities
- Remove the 'com.samsung.android.vr.application.mode' metadata when we're not using the VrApi plugin
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
Implements per-pixel transparency feature on Android.
Allows plugins to do specific rendering and render godot UI on top
(useful for camera support with drawing on top).
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.