| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2022-10-13 | Add C3 binding to BINDINGS.md (#2757) | Kenta | |
| 2022-10-12 | Add Haskell bindings to BINDINGS.md (#2753) | Anut-py | |
| 2022-10-12 | Fix & Simplify .vox signature check (#2752) | CrezyDud | |
| and make version check be only 150 not over 150 | |||
| 2022-10-12 | examples/core/core_custom_logging.c: Fix typo (#2751) | hartmannathan | |
| 2022-10-11 | Update core_basic_window.c | Ray | |
| 2022-10-11 | Use RL_QUADS/RL_TRIANGLES for single-pixel drawing (#2750) | hkc | |
| Addresses problem mentioned in https://github.com/raysan5/raylib/issues/2744#issuecomment-1273568263 (in short: when drawing pixels using DrawPixel{,V} in camera mode, upscaled pixel becomes a line instead of bigger pixel) | |||
| 2022-10-11 | avoid leading spaces in `text_rectangle_bounds` (#2746) | Szieberth Ádám | |
| 2022-10-11 | build raylib_api without the 'vectex' tyops (#2749) | Dor Shapira | |
| 2022-10-11 | fixing typo (#2748) | Dor Shapira | |
| 2022-10-07 | Update BINDINGS.md (#2745) | JupiterRider | |
| 2022-10-07 | Update README.md | Ray | |
| 2022-10-07 | Update version to `raylib 4.5-dev` to avoid confusions with 4.2 | Ray | |
| 2022-10-06 | Update rlgl.h | Ray | |
| 2022-10-05 | Added `BLEND_CUSTOM_SEPARATE` #2741 | Ray | |
| 2022-10-05 | Avoid early return calls | Ray | |
| 2022-10-05 | Reviewed latest PR formating and variables naming #2741 | Ray | |
| 2022-10-05 | Add rlSetBlendFactorsSeparate and custom blend mode modification checks (#2741) | 凌溢狐 | |
| 2022-10-03 | Merge branch 'master' of https://github.com/raysan5/raylib | Ray | |
| 2022-10-03 | Update rtext.c | Ray | |
| 2022-10-02 | Update build.zig to work with last GLFW update (#2737) | _Tradam | |
| 2022-10-02 | Clear PCM buffer state when closing audio device (#2736) | veins1 | |
| Fix for #2714 | |||
| 2022-10-02 | WARNING: `DrawLineBezier()` implementation needs review #2721 | Ray | |
| 2022-10-02 | Fix Gestures to use GetTime() if it's available (#2733) | Rob Loach | |
| 2022-10-02 | removed glfwSetWindowPos on InitWindow (#2732) | Random | |
| * removed glfwSetWindowPos on InitWindow * removed execute permission from CMakeLists | |||
| 2022-09-30 | minor tweaks | Ray | |
| 2022-09-30 | fix issue #2728 (#2731) | Random | |
| * fix issue #2728 * updated gamecontrollerdb: fixes GLFW warning due to invalid entry | |||
| 2022-09-29 | Reviewed monitor checking order | Ray | |
| 2022-09-29 | Update gamepad mappings with latest gamecontrollerdb, fix #2725 | Ray | |
| 2022-09-29 | Merge branch 'master' of https://github.com/raysan5/raylib | Ray | |
| 2022-09-29 | Fix #2722 | Ray | |
| 2022-09-28 | fixing new typoes (#2727) | Dor Shapira | |
| 2022-09-28 | Update raylib.h (#2726) | Dor Shapira | |
| 2022-09-27 | update build.zig (#2720) | Michael Scherbakow | |
| zig `master` now enforces to use addIncludePath instead of addIncludeDir | |||
| 2022-09-26 | Clarified working of ImageDrawCircle and ImageDrawCircleV (#2719) | bXi | |
| 2022-09-25 | REVIEWED: `GeneshHeightmap()`, fix #2716 | Ray | |
| 2022-09-25 | Fix isssue #2718 | Ray | |
| 2022-09-25 | ADDED: Support CAPS/NUM lock keys registering if locked | Ray | |
| 2022-09-22 | WARNING: Several changes on UTF-8/Codepoints API | Ray | |
| - ADDED: `GetCodepointPrevious()` - RENAMED: `GetCodepoint()` -> `GetCodepointNext()`, actually, reimplemented - `GetCodepoint()` has been kept for the moment, for compatibility and also because implementation is different - RENAMED: `TextCodepointsToUTF8()` to `LoadUTF8()`, simpler name and more aligned with raylib conventions (functions loading memory start with Load*()), parameters should be descriptive of functionailty. - ADDED: `UnloadUTF8()`, aligned with `LoadUTF8()` to avoid allocators issues. | |||
| 2022-09-22 | Update rcore.c | Ray | |
| 2022-09-22 | Update text_codepoints_loading.c | Ray | |
| 2022-09-19 | REVIEWED: New functions coding conventions | Ray | |
| 2022-09-19 | Added: `ImageDrawCircleLines`, `ImageDrawCircleLinesV` (#2713) | Rob Loach | |
| This adds `ImageDrawCircleLines()` and `ImageDrawCircleLinesV()` to draw outlines of circles, and updates `ImageDrawCircle()` draw a filled circle to match the effect of `DrawCircle()` and `DrawCircleLines()`. | |||
| 2022-09-19 | REVIEWED: Renamed some shaders, fix #2707 | Ray | |
| 2022-09-19 | REVIEWED: `ScanDirectoryFilesRecursively()`, fix #2704 | Ray | |
| 2022-09-19 | Update rlgl.h | Ray | |
| 2022-09-19 | REMOVED: Mipmaps software generation for OpenGL 1.1 | Ray | |
| As generation is done in software, it's up to the user to do it. `ImageMipmaps()` is already provided for reference. | |||
| 2022-09-18 | Remove touch points on touch up events on Android (#2711) | Denis Pobedrya | |
| Fixes #2683 Remove elements from touch point related arrays when touch up and similar events are processed. This makes GetTouchPointCount() always report the actual count of touch points, and all positions returned by GetTouchPosition() correspond to positions of currently happening touches. | |||
| 2022-09-18 | Update BINDINGS.md (#2710) | Gunko Vadim | |
| 2022-09-18 | [rlgl] Check for extensions before enabling them (#2706) | Nikolas | |
| * [rlgl] Check for extensions before enabling them * Shift to glad on macOS * #undef CORE_OPENGL_33 * Remove version hack and fix ASTC compression assumption * Remove loader from glad * Use GLAD_MALLOC/FREE instead of malloc/free * More explicit extension checking | |||
| 2022-09-18 | Basic gamepad support for Android (#2709) | Denis Pobedrya | |
| Currently assumes a single gamepad, has no code specific to gamepad detection (gamepad is "detected" when an event related to gamepad arrives). Also assumes that all gamepads look roughly like an xbox/ps controller. Both assumptions are not strictly true, but an implementation like that probably covers 85% of usecases. Also it doesn't update previousButtonState so functions IsGamepadButtonPressed() and IsGamepadButtonReleased() don't work, but they didn't work previously on Android anyway, and they are flaky on desktop as they are now, so the mechanism for these two functions probably should be reworked anyway. It's certainly an improvement compared to the previous android gamepad handling code, which put gamepad events into touch related structs. | |||
