| Age | Commit message (Collapse) | Author |
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Vector4 -> Quaternion
Texture2D -> Texture
RenderTexture2D -> RenderTexture
Camera3D -> Camera
SpriteFont -> Font
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Note for me: Replace All is NOT your friend...
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Library consistency rename... yes, I know, it breaks the API...
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Added: data to CharInfo struct
Added: LoadFontData()
Added: GenImageFontAtlas()
Removed: LoadFontEx()
Removed: LoadTTF() [internal]
Some code tweaks
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Reviewed: GetImageData()
Reviewed: ImageFormat()
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Added note idea on ImageFormat() for future redesign (to support
16bit-32bit pixel-formats)
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- Preparing MP3 files support
- Jumped version to raylib 2.0-dev (too many breaking changes...)
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- Renamed Begin3dMode() --> BeginMode3D()
- Renamed Begin2dMode() --> BeginMode2D()
- Renamed End3dMode() --> EndMode3D()
- Renamed End2dMode() --> EndMode2D()
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- Some examples tweaks
- Reviewed ImageFormat()
- Use float for text fontSize
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Useful to parse raylib.h to generate raylib-lua and Notepad++
intellisense XML info
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Just added a fallback in the meantime...
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Added raylib version to config
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Renamed SaveImageAs() to ExportImage() for consistency on what actually happens with data.
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Reviewed for PLATFORM_ANDROID and PLATFORM_UWP
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raymath.h: Use C99 inline semantics
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- SetWindowSize() to scale Windows in runtime
- SetMouseScale() to scale mouse input, useful when rendering game to a
RenderTexture2D that will be scaled to Window size (used on rFXGen tool)
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Renamed function for consistency with a possible Mesh manipulation functions (maybe added in a future). Naming follows Image*() manipulation functions.
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RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code
may define if they want to use it as header-only library. If multiple
files in the same project define RAYMATH_HEADER_ONLY, they might each
have duplicate out-of-line definitions of the same functions.
By default, raymath.h exposes inline definitions, which instructs the
compiler _not_ to generate out-of-line definitons, if out-of-line
definitions are required, those of the file defined with
RAYLIB_IMPLEMENTATION are used instead. There may be only one such file.
In C++ mode, the compiler will select only one out-of-line definition
automatically, so no need to define a RAYLIB_IMPLEMENTATION.
Unfortunately, we have to remove raymath function declaration from
raylib.h as those declarations would lead to duplicate out-of-line
definitions which would yield linker errors. This problem didn't
exist with GNU89 or C++, because there multiple defintions are ok,
but in C99 they aren't.
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Besides making it thread-safe, it suppresses a GCC warning
when making them static inline in an upcoming patch.
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This reverts commit 6ffc8cb7990fb4ff40f205cb53bec797b10e48a2.
and commit e4d7bbec1ef08279495ac41f5f8c4be359c58cf0.
which I pushed by mistake...
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RAYMATH_EXTERN_INLINE was renamed to RAYMATH_HEADER_ONLY, which user code
may define if they want to use it as header-only library. If multiple
files in the same project define RAYMATH_HEADER_ONLY, they might each
have duplicate out-of-line definitions of the same functions.
By default, raymath.h exposes inline definitions, which instructs the
compiler _not_ to generate out-of-line definitons, if out-of-line
definitions are required, those of the file defined with
RAYLIB_IMPLEMENTATION are used instead. There may be only one such file.
In C++ mode, the compiler will select only one out-of-line definition
automatically, so no need to define a RAYLIB_IMPLEMENTATION.
Unfortunately, we have to remove raymath function declaration from
raylib.h as those declarations would lead to duplicate out-of-line
definitions which would yield linker errors. This problem didn't
exist with GNU89 or C++, because there multiple defintions are ok,
but in C99 they aren't.
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Besides making it thread-safe, it suppresses a GCC warning
when making them static inline in an upcoming patch.
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Added struct Vector4 for convenience
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Supported UTF8 range equivalent to [128..255] (80h..FFh)
Exposed and renamed text function GetGlyphIndex()
Renamed spriteFont parameter name to simply font
Small security check on transmission mission ending screen
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Rename: GetHexValue() renamed to ColorToInt()
Added: ColorToHSV()
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Allows loading of shader from text code string directly
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Note that this version is under development and could be buggy on some
platforms...
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