| Age | Commit message (Collapse) | Author |
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Update Kaylib license to Zlib
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pilepine=>pipeline
chosing=>choosing
additioanlly=>additionally
attachmment=>attachment
initialize=>inititialize
Binded=>Bound
lattest=>latest
hi @raysan5, I ran rlgl.h into some "typo checking" program(basically a JetBrains IDE), and here are all the things that the program was able to spot and fix. as my English isn't really well I would like it if you could check that I didn't make any mistakes in the typo fixing...
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* Load bone names from IQM file if available
* Formatting and default bone name
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Ran into an issue in raylib-cpp where a user was using raylib 4.5-dev, even though the library currently only targets 4.2. With having RAYLIB_VERSION_MAJOR and RAYLIB_VERSION_MINOR, we will be able to target different versions of raylib in different ways, via C preprocessor conditionals.
For example:
``` c
newColor = ColorTint(BLUE, RED);
TraceLog(LOG_INFO, "The color should be tinted, but this isn't supported in ryalib <= 4.2");
```
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There were a few raylib modules that continued to use TraceLog() instead of the TRACELOG() macro. This change ensures that all the internal raylib modules use the TRACELOG() pattern consistently.
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Co-authored-by: Uneven Prankster <[email protected]>
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read MTL files (#2872)
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Co-authored-by: Masoud Naservand <[email protected]>
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Co-authored-by: Uneven Prankster <[email protected]>
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Touches became sticky and didn't disappear after using more than 2 fingers, fixed by getting the touch count of how many fingers are on the screen, and only looping through the available/pressed down touch points instead of looping through the maximum touch points.
Tested with more than 10 touch points, and with different MAX points value, working perfectly.
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* Update BINDINGS.md
Add Kaylib - Kotlin/Native binding for 4.5-dev (proper binding).
Add Raylib-Nelua - Nelua binding for 4.5-dev with working wasm export.
* Update BINDINGS.md
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* OpenGLES 2.0 support on PLATFORM_DESKTOP
* exmples raylib_opengl_interop desktop GLES2 support
* rename gles2.h -> glad_gles2.h
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* add GLTF animation support
* use correct index when allocating animVertices and animNormals
* early exit LoadModelAnimationsGLTF if the gtlf file fails to parse
* update models/models_loading_gltf.c to play gltf animation
Updated the .blend file to use weights rather than bone parents so it
fits into the framework. Exported with weights to the .glb file.
* fix order of operations for bone scale in UpdateModelAnimation
* minor doc cleanup and improvements
* fix formatting
* fix float formatting
* fix brace alignment and replace asserts with log messages
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WARNING: It could require further review of `GamepadThread()` function where `js_event gamepadEvent.number` detecting current pressed button could generate a missmatch with index 0 (reserved for button unknow). Or maybe `0` could just be `GAMEPAD_BUTTON_NONE`? In that case, consistency with other inputs should be carefully considered...
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* Use explicit atomics
* missed one
* use relaced ordering
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* Add a depth buffer example.
* Fixed a typo
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* Update year to 2023
* Update raylib.h year to 2023
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* core_loading_thread example join thread on completion
* error checking
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