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2021-10-14Review examplesraysan5
2021-10-14Update SPONSORS.mdRay
2021-10-14Update rmodels.cRay
2021-10-14Starting to review glTF loading -WIP-Ray
2021-10-14Remove trailing spacesRay
2021-10-13Reviewed some TODORay
2021-10-13Update models_loading_vox.craysan5
2021-10-13Avoid raylib dependencyraysan5
2021-10-13Reviewed some MSVC warningsraysan5
2021-10-13REVIEWED LoadVOX() -WIP-raysan5
It seems vox loader is not working properly...
2021-10-13Reviewed formattingraysan5
2021-10-13Fix issue with empty cylinder (#2050)Horrowind
* Add DrawCylinderEx and DrawCylinderWiresEx * Modify examples/models/models_geometric_shapes.c to show the usage of DrawCylinder(Wires)Ex * Simplified DrawCylinder and DrawCylinderWires to use the -Ex versions. * This reverts commits f49b2598dd3bfc3219d414f24558c68f7ebe9eb5 and 4542b32e4ece9ddae775e7395d4219fa148039a8. * Fixed formatting. Renamed base_angle to baseAngle. Remove most of the raymath.h calls. * Added check for empty cylinder. * Added check for empty cylinder. * Fix bug. Co-authored-by: Horrowind <[email protected]>
2021-10-13REVIEWED: macOS does not require GLAD library #2052raysan5
It directly uses the libraries provided by the system
2021-10-13Update raylib.hraysan5
2021-10-12REVIEWED: LoadFontFromImage()Ray
Avoid crash on wrong sprite font
2021-10-12Create LICENSEraysan5
2021-10-12Reviewed models examples pathsraysan5
2021-10-12Remove VS2019 solution projectsraysan5
2021-10-12Rename examples for consistencyraysan5
2021-10-12Review commentsraysan5
2021-10-12Merge branch 'master' of https://github.com/raysan5/raylibraysan5
2021-10-12Remove unimplemented functionraysan5
2021-10-12Update CHANGELOGRay
2021-10-12Add DrawCylinder(Wires)Ex (#2049)Horrowind
* Add DrawCylinderEx and DrawCylinderWiresEx * Modify examples/models/models_geometric_shapes.c to show the usage of DrawCylinder(Wires)Ex * Simplified DrawCylinder and DrawCylinderWires to use the -Ex versions. * This reverts commits f49b2598dd3bfc3219d414f24558c68f7ebe9eb5 and 4542b32e4ece9ddae775e7395d4219fa148039a8. * Fixed formatting. Renamed base_angle to baseAngle. Remove most of the raymath.h calls. Co-authored-by: Horrowind <[email protected]>
2021-10-12REVIEWED: EXAMPLE: shaders_shapes_outlineraysan5
Removed unneeded resources to use raylib ones.
2021-10-12REVIEWED: models resources structureraysan5
2021-10-12REMOVED: EXAMPLE: models_gltf_animationraysan5
2021-10-12REMOVED: EXAMPLE: models_material_pbrraysan5
2021-10-12REVIEWED: DrawCubeTextureRec() formattingraysan5
2021-10-10Formatting tweakRay
2021-10-10Review RLAPI to avoid warningsRay
2021-10-10Reviewed latest PR formattingRay
2021-10-10Fix dpi issues (#1987)Arnaud Valensi
2021-10-10Add CheckCollisionPointLine to the header, it appears to have been missed ↵Jeffery Myers
(#2042)
2021-10-10Added the bindings for Scheme48. (#2043)Raffaele
2021-10-10[Documentation] Move older and abandoned bindings to new section at the end ↵Jeffery Myers
of the file (#2040) * Move older and abandoned bindings to new section at the end of the file * cleanup * raylib forever is auto
2021-10-08Add missing #endif to windows API defines (#2038)Jeffery Myers
2021-10-08Simplified RLAPI preprocessor branchingRay
2021-10-07Fix dll exports so that raylib builds in visual studio again. (#2037)Jeffery Myers
2021-10-07Update models_rlgl_solar_system.cRay
2021-10-06WARNING: BREAKING: REMOVED: `GenImagePerlinNoise()`raysan5
raylib was using `stb_perlin.h` library to generate perlin noise, it seems that recently this library has been flagged as it could be infringing some algorythm patent. For security, it has been removed from raylib.
2021-10-06Updated external librariesraysan5
2021-10-06REVIEWED: `RLGL.State.vertexCounter` (See detailed comment)raysan5
`RLGL.State.vertexCounter` is a generic counter and it's reused for all `rlRenderBatch`, actually, once render batch is filled, required vertex count is provided through the draw calls, so, the total accumulated count of vertices is not directly registered inside the rlRenderBatch. `RLGL.State.vertexCounter` keeps that count but one possible improvement(?) could be moving the `vertexCounter` inside `rlRenderBatch` to always keep a register of the total accumulated vertices in that batch (despite that info is provided by the accumulated `draws[i].vertexCount`. Simplifying, `RLGL.State.vertexCounter = SUM(draws[i].vertexCount)` The decision to move the counter out of `rlVertexBuffer` is to keep only the data that I think should belong to `rlVertexBuffer` and make it more generic, aligned with raylib `Mesh` structure. The decision to not add it to `rlRenderBatch` is because it could contain multiple `rlVertexBuffer` and it would be confusing (because it would only register the count of the last filled one).
2021-10-06Remove trailing spacesRay
2021-10-06REDESIGNED: Simplify vertex data recordingRay
Instead of registering vertex texcoords and colors on every call, we keep the last defined value and we record everything on `glVertex*()`. Actually that behavior is aligned with OpenGL 1.1 standard.
2021-10-05Review functions specifiersraysan5
2021-10-05Merge branch 'master' of https://github.com/raysan5/raylibraysan5
2021-10-05REVIEWED: API functions specifiersraysan5
2021-10-05added nelua-raylib and removed raylib-nelua (#2033)AKDev
removed raylib-nelua because it's the same as nelua-raylib but with some significant improvements :smile_cat:
2021-10-04Update CHANGELOGRay