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AgeCommit message (Collapse)Author
2016-04-24implementJoshua Reisenauer
2016-04-24cleaned up calculationsJoshua Reisenauer
2016-04-24tabs to spaces fixJoshua Reisenauer
2016-04-24Added proto version of jar_xmJoshua Reisenauer
This is an early draft, needs lots of work. Still need to figure out way to calculate total length of song. This is hard because xm tracks stream out zeros when done, only position in track can be found. Position does not give any direct value of how much more time is left. I think that by setting the loop count to 1 and seeking until the end I can total up the number of samples and come up with a length.
2016-04-17Reduce PCM buffer size for Android to avoid stallsraysan5
2016-04-17Improved gestures systemraysan5
2016-04-17Corrected bug with old FBO structraysan5
2016-04-17Make mouse inputs available on Android for...raysan5
... easy code porting, transalating them to touches and gestures internally. Removed function SetCustomCursor(), it can be managed by the user.
2016-04-10Use Depth Texture on OpenGL 3.3raysan5
2016-04-08Removed functionraysan5
I decided it is redundant and could be confusing (when mixed with 3D drawing). It's not KISS.
2016-04-07Simplified texture flip and added commentsraysan5
2016-04-06Update stb libs to latest versionraysan5
2016-04-06Fix Makefile filesLelixSuper
I've added .PHONY targets and fixed "clean" recipe.
2016-04-04Correct detailraysan5
2016-04-03Unified internal shader to only oneRay
Only defaultShader required, set default value for vertex color attribute if not enabled and fragColor uniform
2016-04-03Some code simplificationsraysan5
2016-04-03Fix cleaning recipies for GNU/LinuxLelixSuper
2016-04-03Remove recipes of GLEW from Makefile (not used any more)LelixSuper
2016-04-01Remove old postprocessing systemraysan5
2016-03-30Added support for render to texture (use RenderTexture2D)raysan5
Now it's possible to render to texture, old postprocessing system will be removed on next raylib version.
2016-03-28Setting up for raylib 1.5.0raysan5
2016-03-27Corrected bug on bounding boxraysan5
if mesh is not loaded properly it breaks the game!
2016-03-27Improved 2d camera system -IN PROGRESS-raysan5
2016-03-27Corrected bug and comments on model unloadingraysan5
2016-03-27Review commentsraysan5
2016-03-23Fix spacing and some commentsvictorfisac
2016-03-23Physac redesign (3/3)victorfisac
Finally, physics update is handled in main thread using steps to get accuracy in collisions detection instead of moving it to a new thread. Examples are finished as simple and clear as I could. Finally, physac module is MORE simpler than in the first version, calculation everything by the same way for both types of physic objects. I tryed to add rotated physics a couple of times but I didn't get anything good to get a base to improve it. Maybe for the next version... No bugs or strange behaviours found during testing.
2016-03-21Review Android button inputsraysan5
2016-03-20Corrected bug on touch positionraysan5
2016-03-20Understand mouse as touch in webraysan5
2016-03-20Improved windows resizing system...raysan5
...despite not being enabled on GLFW3
2016-03-20Redesign to work as standaloneraysan5
Redesigned to work as standalone and support fordward-compatible context (shaders review)
2016-03-17Improved 2D-3D drawingRay
Depth test disabled for 2D and only used on 3D; consequently LINES vs TRIANGLES vs QUADS buffers drawing order maters... but blending also works ok.
2016-03-17Add support for multiple gamepads on RPIRay
2016-03-16Removed previous change that introduced a bugRay
2016-03-16Improved gamepad supportRay
Now it works ok also in RaspberryPi
2016-03-16Reset pointCount for gesturesRay
2016-03-16Corrected bug on GetCollisionRec()Ray
2016-03-16Updated headersvictorfisac
2016-03-16physac module redesign (2/3)victorfisac
physac module base almost finished. All collisions are now resolved properly and some force functions was added. COLLIDER_CAPSULE removed for now because in 2D everything is composed by rectangle and circle colliders... The last step is move physics update loop into another thread and update it in a fixed time step based on fps.
2016-03-12Raname all makefile files to "Makefile"LelixSuper
I've renamed all makefile files to "Makefile" because they appear in the first files.
2016-03-09GESTURE SWIPERay
change name variable
2016-03-07Review GuiToggleButton()Ray
2016-03-06Improved function GetKeyPressed()raysan5
To support multiple keys (including function keys)
2016-03-06Added new functions to draw text on imageraysan5
2016-03-06Default style tweakraysan5
2016-03-06Redesign to use Material type -IN PROGRESS-raysan5
Requires Shader access functions review
2016-03-05Merge pull request #101 from victorfisac/developRay
Redesigned physac module (IN PROGRESS)
2016-03-05Fixed physac header little mistakevictorfisac
2016-03-05Redesigned physics module (IN PROGRESS)victorfisac
physac modules is being redesigned. Physics base behaviour is done and it is composed by three steps: apply physics, resolve collisions and fix overlapping. A basic example is currently in progress. The next steps are try to add torque and unoriented physic collisions and implement physics basic functions to add forces. Rigidbody grounding state is automatically calculated and has a perfect result. Rigidbodies interacts well with each others. To achieve physics accuracy, UpdatePhysics() is called a number of times per frame. In a future, it should be changed to another thread and call it without any target frame restriction. Basic physics example has been redone (not finished) using the new module functions. Forces examples will be redone so I removed it from branch.