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2019-05-22Move emscripten web shell to srcRay
2019-05-21Add config SUPPORT_SSH_KEYBOARD_RPIRay
Allow to reconfigure stdin to read input keys, this process could lead to undesired effects. Use with care. Disabled by default.
2019-05-21Review MakefilesRay
2019-05-21Review pathsRay
2019-05-20Reverted change that breaks mouse on webRay
2019-05-20Avoid some warningsRay
2019-05-20Update raylib version to 2.5Ray
2019-05-20Review glTF implementation formattingRay
Added comments for the future
2019-05-18Load glTFWilhem Barbier
2019-05-17Makefile: move -x objective-c option before filenameAhmad Fatoum
From the Clang documentation[1]: > -x<language>, --language <arg>, --language=<arg> > Treat subsequent input files as having type <language> Follow the advice. Fixes #840. [1]: https://clang.llvm.org/docs/ClangCommandLineReference.html
2019-05-17Revert "fixed GLFW compiler flag for OSX"Ahmad Fatoum
This reverts #841 commit 97160fd970dec330703a1579b8659942ca04b441.
2019-05-17fixed GLFW compiler flag for OSXIlya Kolbin
2019-05-16Corrected bug on NEONRay
2019-05-16Review build config on webRay
2019-05-16Update dr_flac, dr_mp3, dr_wav to latest versionRay
2019-05-16Update miniaudio to v0.9.4Ray
2019-05-15Corrected issue with multi-mesh obj modelsRay
Note that all meshes are loaded as a single one at this moment, loading should be improved!
2019-05-15Corrected issue with texture flip XRay
2019-05-15external: glfw: Revert "Added WinMM library"Ahmad Fatoum
This reverts commit 4773de26a50c29ae918e306c9936ad9d4ebf80aa. which adds -lwinmm at the wrong place. It should be in the raylib linker flags, not GLFW's.
2019-05-15CMake: add winmm.dll as Windows dependencyAhmad Fatoum
Fixes: e0e2346c2266 ("NO SUPPORT_BUSY_WAIT_LOOP by default")
2019-05-14Corrected web issueRay
2019-05-12Update CMakeLists.txtraysan5
2019-05-10Add WinMM library for linkageraysan5
Now it's required on Windows if not using a busy wait loop
2019-05-10Fixed DrawTextRecEx() selection when wordwrap is ONDemizdor
2019-05-09Make code a bit clearer for beginnersRay
2019-05-09Add comment in CheckCollisionSpheres()Ray
2019-05-08Update models.cProfJski
2019-05-08Update CheckCollisionSpheres() to avoid sqrtProfJski
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.
2019-05-08Remove trail spacesRay
2019-05-07Added WinMM libraryRay
Required for high resolution timer
2019-05-07Tweak ON flagRay
2019-05-07Added resource file for raylib.dllRay
Some minor tweaks
2019-05-07Review CMake option flagsRay
2019-05-07NO SUPPORT_BUSY_WAIT_LOOP by defaultRay
2019-05-07Add comment tweakRay
2019-05-06Corrected issue with wrong text measuringRay
2019-05-06Avoid warnings pre-evaluating valuesRay
Variable operations inside the functions should be evaluated before the function operations.
2019-05-04CMake: don't use system GLFW headers if using built-in GLFWAhmad Fatoum
This fixes the current CI failure.
2019-05-04external: glfw: reinstate export of GLFW_PKG_{DEPS,LIBS}Ahmad Fatoum
We were doing this before, but it was deleted during the last GLFW update. Readd it to fix the associated macOS CI failure. Fixes: cd934c9f6 ("Update GLFW to 3.3.1")
2019-05-03Some minor commentsRay
2019-05-03Force HighDPI on macOSRay
2019-05-03Add SUPPORT_HIGH_DPI to CMakeOptions.txtShiqing
2019-05-02Work on touch_as_mouse input -WIP-Ray
2019-05-01Added guards to PI defineNarice
Added guards to not redefine it if the user is using it with raylib.h also added an 'f' at the end of the define to keep compliant with raylib's PI define
2019-05-01Defined PI (#822)Narice
PI is not always defined in math.h, thus it must be defined in this header
2019-05-01Corrected issue with texture renderingRay
Not sure if already corrected...
2019-05-01WARNING: Support high DPI displaysRay
This change could break things. So, I created SUPPORT_HIGH_DPI flag to enable it (disabled by default). Basically, it detects HighDPI display and scales all drawing (and mouse input) appropiately to match the equivalent "standardDPI" screen size on highDPI. It uses screenScaling matrix to do that. This scaling comes with some undesired effects, like aliasing on default font text (keep in mind that font is pixel-perfect, not intended for any non-rounded scale factor). The only solution for this aliasing would be some AA postpro filter or implementing the highDPI scaling in a different way: rendering to a texture and scaling it with FILTER_BILINEAR, check `core_window_scale_letterbox.c` example for reference. Use at your own risk.
2019-04-28Review formatting to follow raylib styleraysan5
2019-04-28Fix webReece Mackie
2019-04-28This is dumb...Reece Mackie