| Age | Commit message (Collapse) | Author |
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Added draw functions:
ImageClearBackground()
ImageDrawPixel()
ImageDrawLineEx()
ImageDrawCircle()
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Improved file access checks
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Renamed functions for consistency:
- StorageLoadValue() > LoadStorageValue()
- StorageSaveValue() > SaveStorageValue()
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There could be some cases where we need to define the internal audio buffer size, now it's possible.
RENAMED: InitAudioBuffer() to LoadAudioBuffer()
RENAMED: CloseAudioBuffer() to UnloadAudioBuffer()
Renamed some defines and reviewed some comments.
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* [core] REDESIGNED: Implement global context
* [rlgl] REDESIGNED: Implement global context
* Reviewed globals for Android
* Review Android globals usage
* Update Android globals
* Bump raylib version to 3.0 !!!
* [raudio] REDESIGNED: Implement global context
* [raudio] Reorder functions
* [core] Tweaks on descriptions
* Issues with SUPPORT_MOUSE_GESTURES
* [camera] Use global context
* REDESIGN: Move shapes drawing texture/rec to RLGL context
* Review some issues on standalone mode
* Update to use global context
* [GAME] Upload RE-PAIR game from GGJ2020 -WIP-
* Update game: RE-PAIR
* [utils] TRACELOG macros proposal
* Update config.h
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REMOVED: IsTouchDetected()
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Addressing issue #1056
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- Renamed GetGlyphIndex() parameter
- Review DrawTextEx() implementation
- Review DrawTextRecEx() implementation
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* swapped comments, expanded comment for clarity
* revert alignments
* adjusted for consistency
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Keeping original API
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* add api FIFO based character input.
* rename input character functions
* replace tab to space x4 #1012
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ADDED: CodepointToUtf8()
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RENAMED: TextCountCodepoints() -> GetCodepointsCount()
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identity (#999)
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* 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
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Get the unicode equivalent characters (as int array) from a UTF-8 text array... maybe this function is renamed to be clearer to users...
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* Const corectness for LoadShaderCode
* Added const for standalone variant as well.
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- ADDED: CompressData()
- ADDED: DecompressData()
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...moved to internal AudioBuffer structure as totalFramesProcessed, now time measure works again... but there is some problem with looping...
Also note some inconsistencies between frames and samples, it seems those concepts are not considered correctly in the code.
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example (#947)
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raylib logo animation has been removed. That funtionality was very restrictive, not configurable at all and hardly ever used, also, it added a coupling dependency of `core` module with `shapes` and `text` modules.
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Renamed for consistency with similar functions
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Fix build failure introduced in 2a913b6587d60dab64c3b81019990e6872a9ac75
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- 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
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* 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
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Now, multiple music parameters are exposed to the user!
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