| Age | Commit message (Collapse) | Author |
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* Add support Android build for Visual Studio
* Delete projects/VS2019-Android/raylib_android/ARM64/Debug directory
* Delete projects/VS2019-Android/raylib_android/raylib_android/raylib_android.NativeActivity/ARM64/Debug directory
* Delete projects/VS2019-Android/raylib_android/raylib_android/raylib_android.Packaging/ARM64/Debug directory
* Delete projects/VS2019-Android/raylib_android/raylib_android/raylib_android.Packaging/ARM/Debug directory
* Delete projects/VS2019-Android directory
* Build Android App with Visual Studio 2019
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The build file builds Raylib as a static library for either
Windows or Linux.
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* Fixed gltf missing transforms on load
mend
* extracted Matrix calculation in to static method and added skinning check
* fixed formatting
* Fixed write to access to nullptr when animation has no normals
* Refactored UpdateModelAnimation to only update changed vertices when needed (allows for multi animation playing)
* add check for models that were missed during BindGLTFPrimitiveToBones to not segfault the program
* fixed id mismatch between animation and model
* draft on fixing the mesh to skin mapping
* dont look at this
* removing debug info
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'# TODO: see 'install' target.' should be a note rather than something
to do.
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* Add function DrawCubeTextureRec
* Add EOF newline
* Remove unneeded example
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LoadModelAnimations takes an `int` for the animation count parameter.
The animation count should never be negative, so it makes sense to
specify it as unsigned in the API. This matches the API for
UnloadModelAnimations, which expects an unsigned int. Both GLTF and IQMM
also store the animation count internally as unsigned, and we were
casting to a signed int for no reason.
GLTF actually uses `size_t` internally, so we're technically risking
overflow, but having 2^32 animations seems unlikely.
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Update the link to new and better Swift binding to Raylib by STREGAsGate
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raylib modules have been slightly renamed to add some identity and note that they are independent modules that can be used as standalone separate parts of raylib if required.
The renamed modules are:
- `core` -> `rcore`
- `shapes` -> `rshapes`
- `textures` -> `rtextures`
- `text` -> `rtext`
- `models` -> `rmodels`
- `camera` -> `rcamera`
- `gestures` -> `rgestures`
- `core` -> `rcore`
All the build systems has been adapted to this change.
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* Add `up` argument to `DrawBillboardPro`
* Replace tab with proper spaces
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- Ran GenerateMappings.cmake to restore mapping changes
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Specifying a fixed seed for the random number generator is often
used in games for various reasons.
By adding an api function for seeding the random number generator
we solve two different problems regarding the seeding:
1) The underlying RNG implementation does not leak to client code
(as would be the case if we called srand directly from the
client code)
2) Seeding the RNG would be simple from other programming languages
(especially in cases where calling libc functions is non-trivial)
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i got an error because of this lol
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* implemented GetGamepadName for emscripten
* updated gamepad to use existing name as arary
* removed unnecessary platform_web check
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* Add find opengl for widnows too.
* Also fix set LIBS_PRIVATE to bi similar to linux and apple targets
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Some flags are only for the linker, not the compiler
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* new models_magicavoxel_loading example
* Portable header-only file "magicavoxel_loader.h" for MagicaVoxel loader example.
* models_magicavoxel_loading example added to CMakeLists.txt and Makefile
* fix models_magicavoxel_loading example for linux.
* * vox_loader into "src/external/vox_loader.h"
* vox file support for "models.c"
* updated example "models/models_magicavoxel_loading.c"
* * Fix Vox_FreeArrays (removed memory leak)
* * removed magicavoxel_loader.h
* * Revert vs2019 solution
* * vox_loader.h -> Support custom memory allocators
* vox_loader.h -> Reverse Y<>Z for left to right handed system
* models/models_magicavoxel_loading.c -> fix model center
* * vox_loader.h -> Removed Raylib dependencies
* * Changed Vox_LoadFileName to Vox_LoadFromMemory
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- ADDED: `GetTouchPointCount()` to core module, removed from gestures module.
- Support multiple touch points: `MAX_TOUCH_POINTS`.
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Co-authored-by: Nikolai Krasheninnikov <[email protected]>
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It seems now it's required to use archiver `llvm-ar`
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