Deprecate the Android studio dev buildtype

The project is setup in Android Studio with three buildtypes:
- `release` for release builds of the engine
- `debug` for debug builds of the engine with `dev_mode`, `dev_build`, and `debug_symbols` disabled
- `dev` for debug builds of the engine with `dev_mode`, `dev_build`, and `debug_symbols` enabled

This commit deprecates and removes the `dev` buildtype and instead enables `dev_mode`, `dev_build`, and `debug_symbols` for the `debug` buildtype when building with Android Studio.

The `release` buildtype has also been updated such that a `release` build built with Android Studio and signed with non-production keys can be installed side-by-side with a production-signed release (e.g: from the store).
This commit is contained in:
Fredia Huya-Kouadio 2025-12-02 11:42:46 -08:00
parent fbc9539764
commit feb8e6ff13
7 changed files with 24 additions and 63 deletions

View file

@ -131,14 +131,7 @@ android {
}
buildTypes {
dev {
initWith debug
applicationIdSuffix ".dev"
manifestPlaceholders += [editorBuildSuffix: " (dev)"]
}
debug {
initWith release
applicationIdSuffix ".debug"
manifestPlaceholders += [editorBuildSuffix: " (debug)"]
signingConfig signingConfigs.debug
@ -147,6 +140,14 @@ android {
release {
if (hasReleaseSigningConfigs()) {
signingConfig signingConfigs.release
} else {
// We default to the debug signingConfigs when the release signing configs are not
// available (e.g: development in Android Studio).
signingConfig signingConfigs.debug
// In addition, we update the application ID to allow installing an Android studio release build
// side by side with a production build from the store.
applicationIdSuffix ".release"
manifestPlaceholders += [editorBuildSuffix: " (release)"]
}
}
}

View file

@ -254,7 +254,7 @@ abstract class BaseGodotEditor : GodotActivity(), GameMenuFragment.GameMenuListe
editorMessageDispatcher.parseStartIntent(packageManager, intent)
if (BuildConfig.BUILD_TYPE == "dev" && WAIT_FOR_DEBUGGER) {
if (BuildConfig.BUILD_TYPE == "debug" && WAIT_FOR_DEBUGGER) {
Debug.waitForDebugger()
}
@ -404,7 +404,7 @@ abstract class BaseGodotEditor : GodotActivity(), GameMenuFragment.GameMenuListe
override fun getCommandLine(): MutableList<String> {
val params = super.getCommandLine()
if (BuildConfig.BUILD_TYPE == "dev" && !params.contains("--benchmark")) {
if (BuildConfig.BUILD_TYPE == "debug" && !params.contains("--benchmark")) {
params.add("--benchmark")
}
return params