| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-01-29 | ADDED: DrawPoint3D() | Ray | |
| 2020-01-28 | Some tweaks | Ray | |
| 2020-01-26 | Minor tweaks | Ray | |
| 2020-01-24 | Minor tweaks to avoid warnings | Ray | |
| 2020-01-23 | WARNING: Renamed Vector3Multiply() to Vector3Scale() | Ray | |
| Renamed for consistency with Vecto2Scale() Also renamed Vector3MultiplyV() to Vector3Multiply() | |||
| 2020-01-17 | Fix compilation when the SUPPORT_MESH_GENERATION feature is not supported ↵ | Victor Gallet | |
| (previously, the loadModel function was using the GenMeshCube texture, if no model founded, to generate a default cube mesh (#1075) | |||
| 2020-01-05 | Update year to 2020 | raysan5 | |
| 2019-12-29 | Normals was not correctly updated when using animated meshes (#1052) | las3rlars | |
| * Normal vbo not correctly updated | |||
| 2019-12-11 | Small code tweak to avoid warning | Ray | |
| 2019-12-01 | Minor comments tweak | Ray | |
| 2019-11-22 | DrawPoint3D(): PR review | Ray | |
| 2019-11-22 | Add DrawPoint3D() function to models.c (#1019) | Eric J | |
| Uses fewer vertexes than using DrawCube() or DrawSphere() for points. The small line is on analogy to the code for DrawPoint() in shapes.c. | |||
| 2019-10-29 | fix various problems, thanks CppCheck :) (#1005) | João Coelho | |
| * explained a bit more the core_window_letterbox example * fixed a few 'ups' moments that could lead to mild head pain and time loss | |||
| 2019-10-23 | mem leak in gltf loader (#995) | chriscamacho | |
| 2019-10-22 | Corrected issue #992 | Ray | |
| 2019-10-21 | Review latest PR | Ray | |
| 2019-10-21 | Add multi texture support for materials in GLTF format (#979) | Tyler Jessilynn Bezera | |
| * Initial commit of addition for GLTF materials.. should support loading more than just albedo map. * Clean up * fixed seg faults and leaks * temp don't overwrite defuse colour when rendering * undid something dumb! * correctly mixed diffuse map color when rendering to preserve not overwrite it | |||
| 2019-10-03 | Check whether parsing mtl file was succesful (#982) | Michael Vetter | |
| 2019-10-03 | Check whether GLTF was loaded correctly (#981) | Michael Vetter | |
| 2019-09-22 | Review PR and comments | Ray | |
| 2019-09-19 | Review PR formatting | Ray | |
| 2019-09-19 | fixs issue mem leak with LoadModel / OBJ and issue with -1 material index (#969) | chriscamacho | |
| 2019-09-13 | fixed some memory leaks, still issue with material index allocation leaking ↵ | chriscamacho | |
| 4 bytes (possibly double allocation) (#964) | |||
| 2019-09-12 | Comment tweak | Ray | |
| 2019-08-27 | UpdateModelAnimation() - Added security check | raysan5 | |
| 2019-08-27 | Review models loading, memory initialization | raysan5 | |
| 2019-08-27 | Review all RL_CALLOC() calls | raysan5 | |
| All data should be properly initialized by now | |||
| 2019-08-19 | Reviewed issue #943 | Ray | |
| 2019-08-19 | Fix uninitialized vboId in GenMeshHeightmap (#949) | Oraoto | |
| 2019-08-08 | Reviewed comment | raysan5 | |
| 2019-08-08 | fixed xmloader bug, user must free model shaders and textures as they might ↵ | chriscamacho | |
| be shared (#933) | |||
| 2019-08-07 | WARNING: Redesigned structs | Ray | |
| - Mesh, Shader, Material structs have been reviewed to minimize size when passed by value, all required code has been reviewed. - GetCollisionRayModel() reviewed to avoid pointer, not required because model is not modified inside the function - UnloadMesh() reviewed, pointer not required - CheckCollisionRay*() parameters name reviewed | |||
| 2019-08-06 | Fix memory leak in LoadGLTF() (#929) | Michael Vetter | |
| Free texturePath in LoadGLTF() | |||
| 2019-08-06 | Fix loading multiple animations from .iqm file (#928) | culacant | |
| * Fix loading multiple animations from .iqm file * Fix memory leak in models_animation example * Added export instructions to the animation example * use raylib free * include <stdlib.h> to appease the travis CI gods * replace tabs with spaces | |||
| 2019-08-03 | Replace tabs with spaces and update year of copyright notices (#927) | Leandro Gabriel | |
| * Update year of copyright notices * Fix mistake in comment * Fix typo ("algorythms") * Replace tabs with spaces * Remove trailing whitespace and fix mistake in comment * Fix ExportImageAsCode missing comment rectangle corner * Replace tab with spaces * Replace tabs with spaces | |||
| 2019-07-28 | Replace tabs by spaces | raysan5 | |
| 2019-07-22 | Check buffer limit on DrawBillboardRec() | Ray | |
| 2019-07-12 | Use function GetSizeBase64() | raysan5 | |
| 2019-06-12 | Tweak: Change check order | Ray | |
| 2019-06-12 | Corrected IQM function declaration | Ray | |
| 2019-05-22 | Fix #848 | Wilhem Barbier | |
| 2019-05-20 | Review glTF implementation formatting | Ray | |
| Added comments for the future | |||
| 2019-05-18 | Load glTF | Wilhem Barbier | |
| 2019-05-15 | Corrected issue with multi-mesh obj models | Ray | |
| Note that all meshes are loaded as a single one at this moment, loading should be improved! | |||
| 2019-05-09 | Make code a bit clearer for beginners | Ray | |
| 2019-05-09 | Add comment in CheckCollisionSpheres() | Ray | |
| 2019-05-08 | Update models.c | ProfJski | |
| 2019-05-08 | Update CheckCollisionSpheres() to avoid sqrt | ProfJski | |
| Square root calls are computationally expensive. In this case, they can be avoided. Instead of checking distance<RadA+RadB, check distance squared against (RadA+RadB) squared. The dot product of Vector3Subtract(B,A) with itself gives distance squared, so I used this code instead of an element-by-element computation of distance squared. The only downside is that your geometric code is very readable, whereas this is less so. | |||
| 2019-04-23 | Support custom memory management macros | Ray | |
| Users can define their custom memory management macros. NOTE: Most external libraries support custom macros in the same way, raylib should redefine those macros to raylib ones, to unify custom memory loading. That redefinition is only implemented as example for stb_image.h in [textures] module. | |||
| 2019-04-14 | Check buffer overflow | Ray | |
