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2021-02-09Update webassembly.ymlRay
2021-02-09Update windows.ymlRay
2021-02-09Review Makefile to support PLATFORM_RPI #1580raysan5
2021-02-09REDESIGNED: VS2019 build pathsraysan5
REMOVED: core_basic_window.cpp
2021-02-09Update advance_game.craysan5
2021-02-09Review some warnings and formattingraysan5
2021-02-09REMOVED: GetGamepadButton() internal funcraysan5
2021-02-08Poll inputs after frame sleep (#1573)masterex1000
2021-02-08BINDINGS: Remove Harbour (#1574)Rob Loach
It looks like the Harbour bindings disappeared? Did they exist at one point?
2021-02-07Disabling WindowSizeCallback around fullscreen toggle. (#1480)hristo
* Disabling WindowSizeCallback around fullscreen toggle. #1294 fixed the issue that toggle fullscreen changes the screen size because of the WindowSizeCallback. The proposed edit by @raysan5 was to comment out WindowSizeCallback which I essentially simplified to disable the callback around the set window monitor functions. The developers using the ToggleFullscreen function should be aware that they need to size the screen correctly on that same frame. Otherwise they should check if fullscreen and size properly using the GetMonitorWidth and GetMonitorHeight functions. * Update core.c Fix issue from merge
2021-02-07Review latest PR formatingraysan5
2021-02-07Fix initialize GLFW's Joystick subsystem before window is created on Desktop ↵Gil Barbosa Reis
platforms (#1554) (#1572)
2021-02-07Review formating for latest PRraysan5
2021-02-07Fix wrong values shown for monitor width and height in pixels when ↵hristo
fullscreen is toggled. (#1479) This solves issue #1322 which in my opinion was prematurely closed. As the monitor resolution is expected to be the maximum that the monitor supports. My change is that as per GLFW documentation you can get all current video modes sorted by max resolution. When you toggle fullscreen the first video mode returned would be the current screen resolution setup but that doesn't help if you want to know the maximum supported.
2021-02-07REVIEWED: Multichannel sound system #1548raysan5
I don't like this solution but I think it's valid in the meantime....
2021-02-06REVIEWED: Replace GetImageData() by LoadImageColors()raysan5
2021-02-06REVIEWED: example: Replaced GetImageData()raysan5
2021-02-05REMOVED: MeshNormalsSmooth() #1421raysan5
Current implementation is probably wrong and it should be reimplemented from scratch, in the meantime, I prefer to remove the function.
2021-02-05REVIEWED: CloseAudioBufferPool(), uninit buffers properly #1548raysan5
2021-02-05REVIEWED: raudio: Some LOG_ERROR -> LOG_WARNING #1562raysan5
2021-02-05Update miniaudio to v0.10.32 #1562raysan5
2021-02-05REMOVED: SetTraceLogExit()raysan5
I feel nobody has ever used this function...
2021-02-05REVIEWED: DecompressData()raysan5
2021-02-05removed redundant call to eglGetConfig ↵kernelkinetic
(https://github.com/raysan5/raylib/issues/1550) (#1567)
2021-02-05REVIEWED: Gamepad issues on Androidraysan5
2021-02-05REVIEWED: DecompressData(), memory reallocationraysan5
2021-02-05Designing some callbacks -WIP-Ray
2021-02-02REVIEWED: LoadShaderProgram() #1563raysan5
Try to avoid a possible false-positive memory leak...
2021-02-02Update raudio.craysan5
2021-02-02Update loading of gltf animation. (#1561)hristo
This is to account for GLTF info being more like instructions on how to build your animation instead of verbose description of each pose.
2021-01-31out is a keyword in shaders and can't be used as a variable name. (#1558)Jeffery Myers
Co-authored-by: Jeffery Myers <[email protected]>
2021-01-31Update models_first_person_maze.craysan5
2021-01-31REVIEWED: Gamepad system, specially for RPIraysan5
2021-01-30Use local (") includes for GLFW since it is included with the source tree. ↵Jeffery Myers
(#1557) This change helps some platforms produce fewer errors/warnings. Co-authored-by: Jeffery Myers <[email protected]>
2021-01-28REVIEWED: SetGamepadMappings()raysan5
return value for all platforms
2021-01-28Gltf animation support (#1551)hristo
* Added example for gltf animation and split some functions for loading model animations into IQM and GLTF similar to how models are being loaded. * Removed wrongly duplicated function * Bone loading for gltf model (not working at this point) * Loading info about vertex to joint connection but animation is still not working * Skeleton and pose is correctly loaded. Need to communicate about interpolation in GLTF * The model almost looks like a real person on animation. * Fixed model loading with bones. Also updated license info on the model. * Cleaned up some code and updated examples. * Fix identation issues * Fix identation issues * Fix identation issues
2021-01-26Documentation cmake (#1549)hristo
* Documenting the compiler flags * Moved some android compiler flags and added documentation on them too. * Some more restructuring. Removed unnecessary comments that were self described by the code. Added some more explanations around certain parts of CMake and especially around compiler flags.
2021-01-25Replace tabs by 4 spacesraysan5
2021-01-25Removing config.h.in file (#1546)hristo
CMake relied on this file for configurations and also was interfering in the regular config.h by having a separate definition if building with CMake. This was not entirely correct so instead we will define compile time definitions separately through CMake (CompileDefinitions.cmake) and also will use the provided EXTERNAL_CONFIG_FLAGS that I found that will not use config.h in through the build process. I also introduced a new compiler option (CUSTOMIZE_BUILD) that when OFF will use the default config.h and when ON will show other options for redefining your own options. Fixed an error in rlgl.h where if you have both RLGL_STANDALONE and SUPPORT_VR_SIMULATOR you get a compile time error.
2021-01-25Removing test file. (#1545)hristo
This test file is just testing compilation with the library works correctly but is no longer needed because: - it is not cross platform - it taps into the CTest system which is better suited for real unit/integration tests - it can be incorporated into the pipeline of github actions instead in the future
2021-01-24Added a windows and linux simple compile with cmake (#1543)hristo
* Added a windows and linux simple compile with cmake Will expand on the file but it will be nice to know if they are some extremely breaking changes in the future. cmake.yml will run two task one for linux build and one for windows build essentially checking that both are working. We can add all platforms later. * Renaming the task to "CMake Builds" and removing the test step. Commented out the test step as I don't yet know what the two bash files are doing but they are failing the build.
2021-01-22Fix issue when trying to build raylib statically (#1544)Nikolas
2021-01-22ADDED: UploadMesh() #1529Ray
Upload mesh data to GPU and get VAO/VBO identifiers
2021-01-22Remove automatic pointer lock on mouse click #1513Ray
2021-01-22Review typoRay
2021-01-22Remove STATIC and SHARED variables. (#1542)hristo
As described in the official documentation https://cmake.org/cmake/help/v3.0/variable/BUILD_SHARED_LIBS.html this flag is global by default and controls if the library will be built as a shared or a static library allowing us to define only one call to the add_library function (without specifying its type). It is also added as an option to be visible in CMake GUI applications.
2021-01-21ADDED: SetGamepadMappings() #1506Ray
2021-01-20REVIEWED: physac module and examples #1525Ray
2021-01-20Minor tweak to MakefileRay
2021-01-20Merge branch 'master' of https://github.com/raysan5/raylibRay