- IAP added using the google play billing helper functionality
- App Licensing Key and checking added, but not yet used.
- Changes to Store purchases to allow consumable flags.
- New maps added for android testing, this uses static responses for IAP purchase testing.
A few improvements left
- need licensing working for the query process.
- need testing without static responses. Work with google test responses.
[CL 2345308 by Terence Burns in Main branch]
- Lots of Android iteration speedups:
- When compiling from UBT (Visual Studio) perform incremental APK generation - it doesn't wipe the Intermadiate/APK directory between runs
- Don't update project settings every run:
- Looks at the project.properties for both game and google play services to make sure they are built with current SDK API version, if not, fixup project.properties, etc
- Even with a non-incremental build (from Editor/UAT), keep the pre-dexed libraries (currently GooglePlayServices [GPS] only) for HUGE speedup
- We can't just pre-dex GPS and check-in, that's not going to be safe with different java/SDK versions.
- Removed the project.properties and proguard-project.txt from p4, as they will be generated if needed. A game can pre-supply those if needed, but we will still check API version and update if required
#codereview chris.babcock,ryan.gerleve,michael.noland
[CL 2341079 by Josh Adams in Main branch]
- Add Google Play support on Android
- Add editor settings for Google Play - enabled/disabled, and the app id for the games service
- Hack in Google Play leaderboards, including blueprint support, proper online subsystem implementation will come in the future
- These leaderboards work in TappyChicken
#codereview josh.adams, jj.hoesing, michael.noland
[CL 2050175 by Ryan Gerleve in Main branch]