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authorLucaSas <sas.luca.alex@gmail.com>2021-11-04 16:14:58 +0200
committerLucaSas <sas.luca.alex@gmail.com>2021-11-04 16:14:58 +0200
commitd96b4ebce5ee6245fa80d27d41b67aa56555c912 (patch)
treef28cb388a14c4bd9da8f4b57b213eb1539fc5367 /libs/raylib/CHANGELOG
parent6bcb1207addb4afe041c94e68e23c77175164956 (diff)
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Changed the template to now download raylib instead of having it in the repo.
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-changelog
----------
-
-Current Release: raylib 3.0.0 (01 April 2020)
-
------------------------------------------------
-Release: raylib 3.0 (01 April 2020)
------------------------------------------------
-KEY CHANGES:
- - Global context states used on all modules.
- - Custom memory allocators for all modules and dependencies.
- - Centralized file access system and memory data loading.
- - Structures reviewed to reduce size and always be used as pass-by-value.
- - Tracelog messages completely reviewed and categorized.
- - raudio module reviewed to accomodate new Music struct and new miniaudio.
- - text module reviewed to improve fonts generation and text management functions.
- - Multiple new examples added and categorized examples table.
- - GitHub Actions CI implemented for Windows, Linux and macOS.
-
-Detailed changes:
-[build] ADDED: VS2017.ANGLE project, by @msmshazan
-[build] ADDED: VS2017 project support for x64 platform configuration
-[build] ADDED: Makefile for Android building on macOS, by @Yunoinsky
-[build] ADDED: Makefile for Android building on Linux, by @pamarcos
-[build] REMOVED: VS2015 project
-[build] REVIEWED: VSCode project
-[build] REVIEWED: Makefile build system
-[build] REVIEWED: Android building, by @NimbusFox
-[build] REVIEWED: Compilation with CLion IDE, by @Rover656
-[build] REVIEWED: Generation of web examples, by @pamarcos
-[build] REVIEWED: Makefiles path to 'shell.html', by @niorad
-[build] REVIEWED: VS2017 64bit compilation issues, by @spec-chum
-[build] REVIEWED: Multiple fixes on projects building, by @ChrisDill, @JuDelCo, @electronstudio
-[core] ADDED: Support touch/mouse indistinctly
-[core] ADDED: FLAG_WINDOW_ALWAYS_RUN to avoid pause on minimize
-[core] ADDED: Config flag SUPPORT_HALFBUSY_WAIT_LOOP
-[core] ADDED: RPI mouse cursor point support on native mode
-[core] ADDED: GetWorldToScreen2D()- Get screen space position for a 2d camera world space position, by @arvyy
-[core] ADDED: GetScreenToWorld2D() - Get world space position for a 2d camera screen space position, by @arvyy
-[core] ADDED: GetWorldToScreenEx() - Get size position for a 3d world space position
-[core] ADDED: DirectoryExists() - Check if a directory path exists
-[core] ADDED: GetPrevDirectoryPath() - Get previous directory path for a given path
-[core] ADDED: CompressData() - Compress data (DEFLATE algorythm)
-[core] ADDED: DecompressData() - Decompress data (DEFLATE algorythm)
-[core] ADDED: GetWindowPosition() - Get window position XY on monitor
-[core] ADDED: LoadFileData() - Load file data as byte array (read)
-[core] ADDED: SaveFileData() - Save data to file from byte array (write)
-[core] ADDED: LoadFileText() - Load text data from file (read), returns a '\0' terminated string
-[core] ADDED: SaveFileText() - Save text data to file (write), string must be '\0' terminated
-[core] REMOVED: Show raylib logo at initialization
-[core] REVIEWED: GetFileName(), security checks
-[core] REVIEWED: LoadStorageValue(), by @danimartin82
-[core] REVIEWED: SaveStorageValue(), by @danimartin82
-[core] REVIEWED: IsMouseButtonReleased(), when press/release events come too fast, by @oswjk
-[core] REVIEWED: SetWindowMonitor(), by @DropsOfSerenity
-[core] REVIEWED: IsFileExtension() to be case-insensitive
-[core] REVIEWED: IsFileExtension() when checking no-extension files
-[core] REVIEWED: Default font scale filter for HighDPI mode
-[core] REVIEWED: Touch input scaling for PLATFORM_WEB
-[core] REVIEWED: RPI input system, by @DarkElvenAngel
-[core] REVIEWED: RPI input threads issues
-[core] REVIEWED: OpenGL extensions loading and freeing
-[core] REVIEWED: GetDirectoryPath()
-[core] REVIEWED: Camera2D behavior, by @arvyy
-[core] REVIEWED: OpenGL ES 2.0 extensions check
-[rlgl] ADDED: Flags to allow frustrum culling near/far distance configuration at compile time
-[rlgl] ADDED: Flags to sllow MAX_BATCH_BUFFERING config at compile time
-[rlgl] ADDED: GetMatrixProjection(), by @chriscamacho
-[rlgl] ADDED: rlUpdateMeshAt() - Update vertex or index data on GPU, at index, by @brankoku
-[rlgl] REVIEWED: Vertex padding not zeroed for quads, by @kawa-yoiko
-[rlgl] REVIEWED: Read texture data as RGBA from FBO on GLES 2.0
-[rlgl] REVIEWED: LoadShaderCode() for const correctness, by @heretique
-[rlgl] REVIEWED: rlLoadTexture()
-[rlgl] REVIEWED: rlReadTexturePixels()
-[rlgl] REVIEWED: rlUpdateMesh() to supports updating indices, by @brankoku
-[rlgl] REVIEWED: GenTextureCubemap(), renamed parameters for consistency
-[rlgl] REVIEWED: HDR pixels loading
-[raymath] ADDED: MatrixRotateXYZ(), by @chriscamacho
-[raymath] RENAMED: Vector3Multiply() to Vector3Scale()
-[camera] REVIEWED: Free camera pitch, by @chriscamacho
-[camera] REVIEWED: Camera not working properly at z-align, by @Ushio
-[shapes] ADDED: DrawTriangleStrip() - Draw a triangle strip defined by points
-[shapes] ADDED: DrawEllipse() - Draw ellipse
-[shapes] ADDED: DrawEllipseLines() - Draw ellipse outline
-[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides
-[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC
-[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file
-[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle
-[textures] ADDED: ImageFromImage() - Create an image from another image piece
-[textures] ADDED: ImageClearBackground(), by @iamsouravgupta
-[textures] ADDED: ImageDrawPixel(), by @iamsouravgupta
-[textures] ADDED: ImageDrawCircle(), by @iamsouravgupta
-[textures] ADDED: ImageDrawLineEx(), by @iamsouravgupta
-[textures] ADDED: ImageDrawPixelV(), by @RobLoach
-[textures] ADDED: ImageDrawCircleV(), by @RobLoach
-[textures] ADDED: ImageDrawLineV(), by @RobLoach
-[textures] ADDED: ImageDrawRectangleV(), by @RobLoach
-[textures] ADDED: ImageDrawRectangleRec(), by @RobLoach
-[textures] REVIEWED: ImageDrawPixel(), by @RobLoach
-[textures] REVIEWED: ImageDrawLine(), by @RobLoach
-[textures] REVIEWED: ImageDrawCircle(), by @RobLoach
-[textures] REVIEWED: ImageDrawRectangle(), by @RobLoach
-[textures] REVIEWED: ImageDraw(), now it supports color tint parameter
-[textures] REVIEWED: ImageResizeCanvas()
-[textures] REVIEWED: ImageCrop() with security checks
-[textures] REVIEWED: ImageAlphaMask()
-[textures] REVIEWED: ImageDrawRectangleLines()
-[textures] REVIEWED: GetImageData()
-[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied
-[text] ADDED: GetCodepoints() - Get all codepoints in a string
-[text] ADDED: CodepointToUtf8() - Encode codepoint into utf8 text
-[text] ADDED: DrawTextCodepoint() - Draw one character (codepoint)
-[text] RENAMED: LoadDefaultFont() -> LoadFontDefault()
-[text] RENAMED: TextCountCodepoints() -> GetCodepointsCount()
-[text] REVIEWED: TextFormat(), to support caching, by @brankoku
-[text] REVIEWED: LoadFontData(), generate empty image for space character
-[text] REVIEWED: TextSplit()
-[text] REVIEWED: TextToInteger()
-[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity
-[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing
-[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font
-[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph
-[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added
-[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU
-[models] ADDED: Support rlPushMatrix() and rlPopMatrix() on mesh drawing
-[models] ADDED: DrawPoint3D() - Draw a point in 3D space, actually a small line, by @ProfJski
-[models] ADDED: Multi texture support for materials in GLTF format, by @Gamerfiend, @chriscamacho
-[models] REVIEWED: LoadGLTF(), fixed memory leak, by @jubalh
-[models] REVIEWED: LoadIQM(), support multiple animations loading, by @culacant
-[models] REVIEWED: GetCollisionRayModel(), to avoid pointers
-[models] REVIEWED: CheckCollisionRay*(), parameters renamed
-[models] REVIEWED: UnloadMesh(), to avoid pointers
-[models] REVIEWED: LoadModel(), memory initialization
-[models] REVIEWED: UpdateModelAnimation(), added security checks
-[models] REVIEWED: Multiple fixes on models loading, by @jubalh
-[models] REVIEWED: Normals updated when using animated meshes, by @@las3rlars
-[models] REVIEWED: Compilation when the SUPPORT_MESH_GENERATION not set, by @@Elkantor
-[raudio] ADDED: Multi-channel audio playing, by @chriscamacho
-[raudio] REMOVED: LoadWaveEx()
-[raudio] RENAMED: IsAudioBufferProcessed() to IsAudioStreamProcessed()
-[raudio] REVIEWED: Ensure .xm playback starts in the right place, by @illegalinstruction
-[raudio] REVIEWED: Fix short non-looping sounds, by @jbosh
-[raudio] REVIEWED: Modules playing time to full length
-[raudio] REDESIGNED: Replaced Music pointer by struct
-[raudio] REDESIGNED: Removed sampleLeft from Music struct
-[examples] ADDED: core_scissor_test, by @ChrisDill
-[examples] ADDED: core_2d_camera_platformer, by @arvyy
-[examples] ADDED: textures_mouse_painting, by @ChrisDill
-[examples] ADDED: models_waving_cubes, by @codecat
-[examples] ADDED: models_solar_system, by @aldrinmartoq
-[examples] ADDED: shaders_fog, by @chriscamacho
-[examples] ADDED: shaders_texture_waves, by @Anata
-[examples] ADDED: shaders_basic_lighting, by @chriscamacho
-[examples] ADDED: shaders_simple_mask, by @chriscamacho
-[examples] ADDED: audio_multichannel_sound, by @chriscamacho
-[examples] ADDED: shaders_spotlight, by @chriscamacho
-[examples] RENAMED: text_sprite_font > text_font_spritefont
-[examples] RENAMED: text_ttf_loading > text_font_filters
-[examples] RENAMED: text_bmfont_ttf > text_font_loading
-[examples] REMOVED: models_obj_viewer
-[examples] REMOVED: models_solar_system
-[examples] REVIEWED: models_obj_loading > models_loading
-[examples] REVIEWED: models_materials_pbr, shader issues
-[examples] REVIEWED: core_window_letterbox, detailed explanation, by @jotac0
-[examples] REVIEWED: core_window_letterbox, virtual mouse, by @anatagawa
-[games] ADDED: GGJ2020 game - RE-PAIR
-[*] Misc fixes and tweaks, by @yaram, @oraoto, @zatherz, @piecedigital, @Shylie
-[*] Update ALL supported projects (Notepad++, VS2017)
-[*] Update ALL external libraries to latest versions (29.Jan.2020)
-[*] Update ALL examples and games
-[*] Update BINDINGS list
-
------------------------------------------------
-Release: raylib 2.5 (May 2019)
------------------------------------------------
-KEY CHANGES:
- - [core] Redesigned Gamepad mechanism, now common to all platforms and gamepads
- - [core] HighDPI monitors support with automatic content scaling
- - [rlgl] Complete module redesign to use one single internal buffer
- - [rlgl] VR system redesign to allow custom device parameters and distortion shader
- - [shapes] New drawing shapes available: CircleSector, Ring and RectangleRounded
- - [text] New text management API (multiple functions)
- - [text] Full Unicode support (utf8 text)
- - [textures] Cubemap textures support
- - [textures] Quad and N-Patch drawing
- - [models] Skeletal model animation support
- - [models] Support multiple meshes per model
- - [models] Support glTF model loading
-
-Detailed changes:
-[build] REVIEWED: Default raylib and examples Makefile
-[build] REVIEWED: Notepad++ NppExec scripts
-[build] REVIEWED: VS2015 and VS2017 projects
-[build] REVIEWED: Android APK build pipeline
-[core] Converted most #defined values as enum values
-[core] Complete redesign of RPI input system to use evdev events
-[core] ADDED: IsWindowResized() - Check if window has been resized
-[core] ADDED: IsWindowHidden() - Check if window is currently hidden
-[core] ADDED: UnhideWindow() - Show the window
-[core] ADDED: HideWindow() - Hide the window
-[core] ADDED: GetWindowHandle() - Get native window handle
-[core] ADDED: GetMonitorCount() - Get number of connected monitors
-[core] ADDED: GetMonitorWidth() - Get primary monitor width
-[core] ADDED: GetMonitorHeight() - Get primary monitor height
-[core] ADDED: GetMonitorPhysicalWidth() - Get primary monitor physical width in millimetres
-[core] ADDED: GetMonitorPhysicalHeight() - Get primary monitor physical height in millimetres
-[core] ADDED: GetMonitorName() - Get the human-readable, UTF-8 encoded name of the primary monitor
-[core] ADDED: GetClipboardText() - Get clipboard text content
-[core] ADDED: SetClipboardText() - Set clipboard text content
-[core] ADDED: ColorFromHSV() - Returns a Color from HSV values
-[core] ADDED: FileExists() - Check if file exists
-[core] ADDED: GetFileNameWithoutExt() - Get filename string without extension (memory should be freed)
-[core] ADDED: GetDirectoryFiles() - Get filenames in a directory path (memory should be freed)
-[core] ADDED: ClearDirectoryFiles() - Clear directory files paths buffers (free memory)
-[core] ADDED: OpenURL() - Open URL with default system browser (if available)
-[core] ADDED: SetMouseOffset() - Set mouse offset
-[core] ADDED: SetMouseScale() - Set mouse scaling
-[core] REMOVED: ShowLogo() - Activate raylib logo at startup (can be done with flags)
-[shapes] ADDED: DrawCircleSector() - Draw a piece of a circle
-[shapes] ADDED: DrawCircleSectorLines() - Draw circle sector outline
-[shapes] ADDED: DrawRing() - Draw ring
-[shapes] ADDED: DrawRingLines() - Draw ring outline
-[shapes] ADDED: DrawRectangleRounded() - Draw rectangle with rounded edges
-[shapes] ADDED: DrawRectangleRoundedLines() - Draw rectangle with rounded edges outline
-[shapes] ADDED: SetShapesTexture() - Define default texture used to draw shapes
-[textures] REVIEWED: ExportImage() - Reorder function parameters
-[textures] REVIEWED: ImageDrawRectangle() - Remove unneeded parameter
-[textures] ADDED: ExportImageAsCode() - Export image as code file defining an array of bytes
-[textures] ADDED: LoadTextureCubemap() - Load cubemap from image, multiple image cubemap layouts supported
-[textures] ADDED: ImageExtractPalette() - Extract color palette from image to maximum size (memory should be freed)
-[textures] ADDED: ImageDrawRectangleLines() - Draw rectangle lines within an image
-[textures] ADDED: DrawTextureQuad() - Draw texture quad with tiling and offset parameters
-[textures] ADDED: DrawTextureNPatch() - Draws a texture (or part of it) that stretches or shrinks nicely
-[models] REVIEWED: LoadMesh() -> LoadMeshes() - Support multiple meshes loading
-[models] REVIEWED: LoadMaterial() -> LoadMaterials() - Support multiple materials loading
-[models] REVIEWED: ExportMesh() - Reorder parameters
-[models] ADDED: DrawCubeWiresV() - Draw cube wires (Vector version)
-[models] ADDED: GenMeshPoly() - Generate polygonal mesh
-[models] ADDED: SetMaterialTexture() - Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
-[models] ADDED: SetModelMeshMaterial() - Set material for a mesh
-[models] ADDED: LoadModelAnimations() - Load model animations from file
-[models] ADDED: UpdateModelAnimation() - Update model animation pose
-[models] ADDED: UnloadModelAnimation() - Unload animation data
-[models] ADDED: IsModelAnimationValid() - Check model animation skeleton match
-[rlgl] Improved internal batching mechanism (multibuffering support, triangle texcoords...)
-[rlgl] REVIEWED: rlPushMatrix()/rlPopMatrix() - Now works like OpenGL 1.1
-[rlgl] REVIEWED: SetShaderValue() - More generic, now requires uniform type
-[rlgl] REMOVED: SetShaderValuei() - Can be acoomplished with new SetShaderValue()
-[rlgl] ADDED: SetShaderValueV() - Set shader uniform value vector
-[rlgl] ADDED: SetShaderValueTexture() - Set shader uniform value for texture
-[rlgl] ADDED: BeginScissorMode() - Begin scissor mode (define screen area for following drawing)
-[rlgl] ADDED: EndScissorMode() - End scissor mode
-[rlgl] ADDED: SetVrConfiguration() - Set stereo rendering configuration parameters
-[rlgl] REVIEWED: InitVrSimulator() - No input parameter required, use SetVrConfiguration()
-[text] REVIEWED: LoadFontEx() - Reorder function parameters
-[text] REVIEWED: LoadFontData() - Reorder function parameters
-[text] REVIEWED: GenImageFontAtlas() - Reorder function parameters
-[text] RENAMED: FormatText() -> TextFormat()
-[text] RENAMED: SubText() -> TextSubtext()
-[text] ADDED: LoadFontFromImage() - Load font from Image (XNA style)
-[text] ADDED: DrawTextRec() - Draw text using font inside rectangle limits
-[text] ADDED: DrawTextRecEx() - Draw text using font inside rectangle limits with support for text selection
-[text] ADDED: TextIsEqual() - Check if two text string are equal
-[text] ADDED: TextLength() - Get text length, checks for '\0' ending
-[text] ADDED: TextReplace() - Replace text string (memory should be freed!)
-[text] ADDED: TextInsert() - Insert text in a position (memory should be freed!)
-[text] ADDED: TextJoin() - Join text strings with delimiter
-[text] ADDED: TextSplit() - Split text into multiple strings
-[text] ADDED: TextAppend() - Append text at specific position and move cursor!
-[text] ADDED: TextFindIndex() - Find first text occurrence within a string
-[text] ADDED: TextToUpper() - Get upper case version of provided string
-[text] ADDED: TextToLower() - Get lower case version of provided string
-[text] ADDED: TextToPascal() - Get Pascal case notation version of provided string
-[text] ADDED: TextToInteger() - Get integer value from text (negative values not supported)
-[raudio] ADDED: ExportWave() - Export wave data to file
-[raudio] ADDED: ExportWaveAsCode() - Export wave sample data to code (.h)
-[raudio] ADDED: IsAudioStreamPlaying() - Check if audio stream is playing
-[raudio] ADDED: SetAudioStreamVolume() - Set volume for audio stream (1.0 is max level)
-[raudio] ADDED: SetAudioStreamPitch() - Set pitch for audio stream (1.0 is base level)
-[examples] Complete review of full examples collection, many additions
-[examples] ADDED: core_custom_logging - Custom trace log system
-[examples] ADDED: core_input_multitouch - Multitouch input example
-[examples] ADDED: core_window_letterbox - Window adapted to screen
-[examples] ADDED: core_loading_thread - Data loading in second thread
-[examples] REVIEWED: core_input_gamepad - Adapted to new gamepad system
-[examples] REVIEWED: core_vr_simulator - HMD device parameters and distortion shader should be provided
-[examples] ADDED: core_window_scale_letterbox - Windows resizing and letterbox content
-[examples] ADDED: shapes_rectangle_scaling_mouse - Scale a rectangle with mouse
-[examples] ADDED: shapes_draw_circle_sector - Circle sector drawing
-[examples] ADDED: shapes_draw_ring - Ring drawing
-[examples] ADDED: shapes_draw_rectangle_rounded - Rounded rectangle drawing
-[examples] ADDED: shapes_bouncing_ball - Ball bouncing in the screen
-[examples] ADDED: shapes_collision_area - Collision detection and drawing
-[examples] ADDED: shapes_following_eyes - Some maths on eyes and mouse
-[examples] ADDED: shapes_easings_ball_anim - Ball animation
-[examples] ADDED: shapes_easings_box_anim - Box animation
-[examples] ADDED: shapes_easings_rectangle_array - Rectangles animation
-[examples] REVIEWED: shapes_colors_palette - Reviewed color selection and text displaying
-[examples] ADDED: textures_background_scrolling - Scrolling and parallaz background effect
-[examples] ADDED: textures_image_npatch - Drawing N-Patch based boxes
-[examples] ADDED: textures_sprite_button - Sprite button with sound
-[examples] ADDED: textures_sprite_explosion - Sprite explosion with sound
-[examples] ADDED: textures_bunnymark - Benchmarking test
-[examples] ADDED: text_draw_inside_rectangle - Drawing text inside a delimited rectangle box
-[examples] ADDED: text_unicode - Multiple languages text drawing
-[examples] ADDED: text_rectangle_bound - Fit text inside a rectangle
-[examples] REVIEWED: text_bmfont_ttf - Simplified example
-[examples] ADDED: models_animation - Animated models loading and animation playing
-[examples] ADDED: models_obj_viewer - Draw and drop models viewer
-[examples] ADDED: models_rlgl_solar_system - Solar system simulation using rlgl functionality
-[examples] ADDED: models_first_person_maze - 3D maze fps
-[examples] ADDED: shaders_palette_switch - Switching color palette on shader
-[examples] ADDED: shaders_raymarching - Raymarching shader
-[examples] ADDED: shaders_texture_drawing - Texture drawing on GPU
-[examples] ADDED: shaders_texture_waves - Texture waves on shader
-[examples] ADDED: shaders_julia_set - Julia set fractals
-[examples] ADDED: shaders_eratosthenes - Prime number visualization shader
-[examples] REVIEWED: audio_raw_stream - Mostly rewritten
-[games] ADDED: GGJ19 game - Cat vs Roomba
-[*] Updated external libraries to latest version
-[*] Multiple bugs corrected (check github issues)
-
------------------------------------------------
-Release: raylib 2.0 (July 2018)
------------------------------------------------
-KEY CHANGES:
- - Removed external dependencies (GLFW3 and OpenAL)
- - Complete redesign of audio module to use miniaudio library
- - Support AppVeyor and Travis CI (continuous integration) building
- - Reviewed raymath.h for better consistency and performance (inlining)
- - Refactor all #define SUPPORT_* into a single config.h
- - Support TCC compiler (32bit and 64bit)
-
-Detailed changes:
-[build] REMOVED: GitHub develop branch
-[build] REMOVED: External dependencies GLFW and OpenAL
-[build] ADDED: Android 64bit ARM support
-[build] ADDED: FreeBSD, OpenBSD, NetBSD, Dragon Fly OS support
-[build] ADDED: Universal Windows Platform (UWP) support
-[build] ADDED: Wayland Linux desktop support
-[build] ADDED: AppVeyor CI for automatic Windows builds
-[build] ADDED: Travis CI for automatic Linux/macOS builds
-[build] ADDED: rglfw (GLFW3 module) to avoid external dependency
-[build] ADDED: VS2017 UWP project
-[build] ADDED: Builder project template
-[build] ADDED: Compiler memory sanitizer for better debug
-[build] ADDED: CMake package target and CI auto-deploy tags
-[build] ADDED: DEBUG library building support
-[build] ADDED: Notepad++ NppExec scripts
-[build] REVIEWED: VS2015 and VS2017 projects
-[build] REVIEWED: Android APK build pipeline
-[core] REVIEWED: Window creation hints to support transparent windows
-[core] Unified InitWindow() between platforms
-[core] Export Android main entry point
-[core] RENAMED: Begin3dMode() to BeginMode3D()
-[core] RENAMED: End3dMode() to EndMode3D()
-[core] RENAMED: Begin2dMode() to BeginMode2D()
-[core] RENAMED: End2dMode() to EndMode2D()
-[core] RENAMED: struct Camera to Camera3D
-[core] RENAMED: struct SpriteFont to Font -> plus all required functions!
-[core] RENAMED: enum TextureFormat to PixelFormat
-[core] REVIEWED: Rectangle params int to float
-[core] REVIEWED: timing system for macOS
-[core] REMOVED: ColorToFloat()
-[core] ADDED: GetCurrentTime() on macOS
-[core] ADDED: GetTime()
-[core] ADDED: struct Vector4
-[core] ADDED: SetTraceLog() to define trace log messages type
-[core] ADDED: GetFileName() to get filename from path string
-[core] ADDED: ColorToHSV()
-[core] ADDED: ColorNormalize()
-[core] ADDED: SetWindowSize() to scale Windows in runtime
-[core] ADDED: SetMouseScale() to scale mouse input
-[core] ADDED: key definitions - KEY_GRAVE, KEY_SLASH, KEY_BACKSLASH
-[core] RENAMED: GetHexValue() to ColorToInt()
-[core] REVIEWED: Fade()
-[core] REVIEWED: InitWindow() to avoid void pointer (safety)
-[core] Support camera 3d orthographic projection mode
-[shapes] ADDED: DrawRectangleLinesEx()
-[textures] Improved pixel formats support (32bit channels)
-[textures] Improved textures support for OpenGL 2.1
-[textures] REMOVED: DrawRectangleT() --> Added support to DrawRectangle()
-[textures] ADDED: GetPixelDataSize(); pixel data size in bytes (image or texture)
-[textures] ADDED: ImageAlphaClear() --> Clear alpha channel to desired color
-[textures] ADDED: ImageAlphaCrop() --> Crop image depending on alpha value
-[textures] ADDED: ImageAlphaPremultiply() --> Premultiply alpha channel
-[textures] ADDED: ImageDrawRectangle()
-[textures] ADDED: ImageMipmaps()
-[textures] ADDED: GenImageColor()
-[textures] ADDED: GetPixelDataSize()
-[textures] ADDED: ImageRotateCW()
-[textures] ADDED: ImageRotateCCW()
-[textures] ADDED: ImageResizeCanvas()
-[textures] ADDED: GetImageDataNormalized()
-[textures] REVIEWED: ImageFormat() to use normalized data
-[textures] REVIEWED: Manual mipmap generation
-[textures] REVIEWED: LoadASTC()
-[textures] REVIEWED: GenImagePerlinNoise()
-[textures] REVIEWED: ImageTextEx() to support UTF8 basic characters
-[textures] REVIEWED: GetTextureData() for RPI - requires some work
-[textures] Added new example: text drawing on image
-[text] Corrected issue with ttf font y-offset
-[text] Support SDF font data generation
-[text] ADDED: GenImageFontAtlas()
-[text] ADDED: LoadFontData() to load data from TTF file
-[text] REMOVED: LoadTTF() internal function
-[text] REVIEWED: DrawTextEx() - avoid rendering SPACE character!
-[text] RENAMED: GetDefaultFont() to GetFontDefault()
-[rlgl] ADDED: rlCheckBufferLimit()
-[rlgl] ADDED: LoadShaderCode()
-[rlgl] ADDED: GetMatrixModelview()
-[rlgl] ADDED: SetVrDistortionShader(Shader shader)
-[rlgl] REVIEWED: rlLoadTexture() - added mipmaps support, improved compressed textures loading
-[rlgl] REVIEWED: rlReadTexturePixels()
-[models] Support 4 components mesh.tangent data
-[models] Removed tangents generation from LoadOBJ()
-[models] ADDED: MeshTangents()
-[models] ADDED: MeshBinormals()
-[models] ADDED: ExportMesh()
-[models] ADDED: GetCollisionRayModel()
-[models] RENAMED: CalculateBoundingBox() to MeshBoundingBox()
-[models] REMOVED: GetCollisionRayMesh() - does not consider model transform
-[models] REVIEWED: LoadMesh() - fallback to default cube mesh if loading fails
-[audio] ADDED: Support for MP3 fileformat
-[audio] ADDED: IsAudioStreamPlaying()
-[audio] ADDED: SetAudioStreamVolume()
-[audio] ADDED: SetAudioStreamPitch()
-[utils] Corrected issue with SaveImageAs()
-[utils] RENAMED: SaveImageAs() to ExportImage()
-[utils] REMOVED: rres support - moved to external library (rres.h)
-[shaders] REVIEWED: GLSL 120 shaders
-[raymath] ADDED: Vector3RotateByQuaternion()
-[raymath] REVIEWED: math usage to reduce temp variables
-[raymath] REVIEWED: Avoid pointer-based parameters for API consistency
-[physac] REVIEWED: physac.h timing system
-[examples] Replaced dwarf model by brand new 3d assets: 3d medieval buildings
-[examples] Assets cleaning and some replacements
-[games] ADDED: GGJ18 game - transmission mission
-[games] REVIEWED: Light my Ritual game - improved gameplay drawing
-[*] Updated external libraries to latest version
-[*] Multiple bugs corrected (check github issues)
-
------------------------------------------------
-Release: raylib 1.8.0 (Oct 2017)
------------------------------------------------
-NOTE:
- In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
- It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
-
-BIG CHANGES:
- - New Image generation functions: Gradient, Checked, Noise, Cellular...
- - New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
- - New Shaders and Materials systems to support PBR materials
- - Custom Android APK build pipeline with simple Makefile
- - Complete review of rlgl layer functionality
- - Complete review of raymath functionality
-
-detailed changes:
-[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
-[rlgl] RENAMED: rlglLoadRenderTexture() to rlLoadRenderTexture()
-[rlgl] RENAMED: rlglUpdateTexture() to rlUpdateTexture()
-[rlgl] RENAMED: rlglGenerateMipmaps() to rlGenerateMipmaps()
-[rlgl] RENAMED: rlglReadScreenPixels() to rlReadScreenPixels()
-[rlgl] RENAMED: rlglReadTexturePixels() to rlReadTexturePixels()
-[rlgl] RENAMED: rlglLoadMesh() to rlLoadMesh()
-[rlgl] RENAMED: rlglUpdateMesh() to rlUpdateMesh()
-[rlgl] RENAMED: rlglDrawMesh() to rlDrawMesh()
-[rlgl] RENAMED: rlglUnloadMesh() to rlUnloadMesh()
-[rlgl] RENAMED: rlglUnproject() to rlUnproject()
-[rlgl] RENAMED: LoadCompressedTexture() to LoadTextureCompressed()
-[rlgl] RENAMED: GetDefaultTexture() to GetTextureDefault()
-[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
-[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
-[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
-[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
-[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
-[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
-[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
-[rlgl] ADDED: GetVrDeviceInfo(), Get VR device information for some standard devices
-[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input
-[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
-[core] ADDED: GetExtension(), Get file extension
-[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
-[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
-[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
-[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
-[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
-[textures] ADDED: SaveImageAs(), Save image as PNG file
-[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
-[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
-[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
-[textures] ADDED: GenImageChecked(), Generate image: checked
-[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
-[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
-[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
-[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
-[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
-[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
-[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
-[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
-[models] REMOVED: UpdateMesh(), very ineficient
-[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
-[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
-[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
-[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
-[models] ADDED: GenMeshCube(), Generate cuboid mesh
-[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
-[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
-[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
-[models] ADDED: GenMeshTorus(), Generate torus mesh
-[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
-[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
-[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
-[raymath] REVIEWED: full Matrix functionality to align with GLM in usage
-[raymath] RENAMED: Vector3 functions for consistency: Vector*() renamed to Vector3*()
-[build] Integrate Android APK building into examples Makefile
-[build] Integrate Android APK building into templates Makefiles
-[build] Improved Visual Studio 2015 project, folders, references...
-[templates] Reviewed the full pack to support Android building
-[examples] Reviewed full collection to adapt to raylib changes
-[examples] [textures] ADDED: textures_image_generation
-[examples] [models] ADDED: models_mesh_generation
-[examples] [models] ADDED: models_material_pbr
-[examples] [models] ADDED: models_skybox
-[examples] [models] ADDED: models_yaw_pitch_roll
-[examples] [others] REVIEWED: rlgl_standalone
-[examples] [others] REVIEWED: audio_standalone
-[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
-[games] Reviewed game: Koala Seasons
-[*] Updated STB libraries to latest version
-[*] Multiple bugs corrected (check github issues)
-
------------------------------------------------
-Release: raylib 1.7.0 (20 May 2017)
------------------------------------------------
-NOTE:
- In this new raylib release, multiple parts of the library have been reviewed for consistency and simplification.
- It exposes almost 300 functions, around 30 new functions in comparison with previous version and, again,
- it sets a stepping stone towards raylib future.
-
-BIG changes:
- - More than 30 new functions added to the library, check list below.
- - Support of configuration flags on every raylib module, to customize library build.
- - Improved build system for all supported platforms with a unique Makefile to compile sources.
- - Complete review of examples and sample games, added new sample material.
- - Support automatic GIF recording of current window, just pressing Ctrl+F12
- - Improved library consistency and organization in general.
-
-other changes:
-[core] Added function: SetWindowIcon(), to setup icon by code
-[core] Added function: SetWindowMonitor(), to set current display monitor
-[core] Added function: SetWindowMinSize(), to set minimum resize size
-[core] Added function: TakeScreenshot(), made public to API (also launched internally with F12)
-[core] Added function: GetDirectoryPath(), get directory for a given fileName (with path)
-[core] Added function: GetWorkingDirectory(), get current working directory
-[core] Added function: ChangeDirectory(), change working directory
-[core] Added function: TraceLog(), made public to API
-[core] Improved timing system to avoid busy wait loop on frame sync: Wait()
-[core] Added support for gamepad on HTML5 platform
-[core] Support mouse lock, useful for camera system
-[core] Review functions description comments
-[rlgl] Removed function: GetStandardShader(), removed internal standard shader
-[rlgl] Removed function: CreateLight(), removed internal lighting system
-[rlgl] Removed function: DestroyLight(), removed internal lighting system
-[rlgl] Removed function: InitVrDevice(), removed VR device render, using simulator
-[rlgl] Removed function: CloseVrDevice(), removed VR device render, using simulator
-[rlgl] Removed function: IsVrDeviceReady(), removed VR device render, using simulator
-[rlgl] Removed function: IsVrSimulator(), removed VR device render, using simulator
-[rlgl] Added function: InitVrSimulator(), init VR simulator for selected device
-[rlgl] Added function: CloseVrSimulator(), close VR simulator for current device
-[rlgl] Added function: IsVrSimulatorReady(), detect if VR device is ready
-[rlgl] Added function: BeginVrDrawing(), begin VR simulator stereo rendering
-[rlgl] Added function: EndVrDrawing(), end VR simulator stereo rendering
-[rlgl] Renamed function: ReadTextFile() to LoadText() and exposed to API
-[rlgl] Removed internal lighting system and standard shader, moved to example
-[rlgl] Removed Oculus Rift support, moved to oculus_rift example
-[rlgl] Removed VR device support and replaced by VR simulator
-[shapes] Added function: DrawLineEx(), draw line with QUADS, supports custom line thick
-[shapes] Added function: DrawLineBezier(), draw a line using cubic-bezier curves in-out
-[shapes] Added function: DrawRectanglePro(), draw a color-filled rectangle with pro parameters
-[textures] Removed function: LoadImageFromRES(), redesigning custom RRES fileformat
-[textures] Removed function: LoadTextureFromRES(), redesigning custom RRES fileformat
-[textures] Removed function: LoadTextureEx(), use instead Image -> LoadImagePro(), LoadImageEx()
-[textures] Added function: LoadImagePro()), load image from raw data with parameters
-[textures] Review TraceLog() message when image file not found
-[text] Renamed function: LoadSpriteFontTTF() to LoadSpriteFontEx(), for consistency
-[text] Removed rBMF fileformat support, replaced by .png
-[text] Refactor SpriteFont struct (better for rres custom fileformat)
-[text] Renamed some variables for consistency
-[models] Added function: LoadMesh(), load mesh from file
-[models] Added function: LoadMeshEx(), load mesh from vertex data
-[models] Added function: UnloadMesh(), unload mesh from memory (RAM and/or VRAM)
-[models] Added function: GetCollisionRayMesh(), get collision info between ray and mesh
-[models] Added function: GetCollisionRayTriangle(), get collision info between ray and triangle
-[models] Added function: GetCollisionRayGround(), get collision info between ray and ground plane
-[models] Renamed function: LoadModelEx() to LoadModelFromMesh()
-[models] Removed function: DrawLight(), removed internal lighting system
-[models] Renamed function: LoadModelEx() to LoadModelFromMesh() for consistency
-[models] Removed function: LoadStandardMaterial(), removed internal standard shader
-[models] Removed function: LoadModelFromRES(), redesigning custom RRES fileformat
-[models] Renamed multiple variables for consistency
-[audio] Added function: SetMasterVolume(), define listener volume
-[audio] Added function: ResumeSound(), resume a paused sound
-[audio] Added function: SetMusicLoopCount(), set number of repeats for a music
-[audio] Added function: LoadWaveEx(), load wave from raw audio data
-[audio] Added function: WaveCrop(), crop wave audio data
-[audio] Added function: WaveFormat(), format audio data
-[audio] Removed function: LoadSoundFromRES(), redesigning custom RRES fileformat
-[audio] Added support for 32bit audio samples
-[audio] Preliminary support for multichannel, limited to mono and stereo
-[audio] Make sure buffers are ready for update: UpdateMusicStream()
-[utils] Replaced function: GetExtension() by IsFileExtension() and made public to API
-[utils] Unified function: TraceLog() between Android and other platforms
-[utils] Removed internal function: GetNextPOT(), simplified implementation
-[raymath] Added function: QuaternionToEuler(), to work with Euler angles
-[raymath] Added function: QuaternionFromEuler(), to work with Euler angles
-[raymath] Added multiple Vector2 math functions
-[build] Integrate Android source building into Makefile
-[example] Added example: shapes_lines_bezier
-[example] Added example: text_input_box
-[github] Moved gh-pages branch to master/docs
-[github] Moved rlua.h and Lua examples to own repo: raylib-lua
-[games] Reviewed full games collection
-[games] New game added to collection: Koala Seasons
-[*] Reviewed and improved examples collection (new assets)
-[*] Reorganized library functions, structs, enums
-[*] Updated STB libraries to latest version
-
------------------------------------------------
-Release: raylib 1.6.0 (20 November 2016)
------------------------------------------------
-NOTE:
- This new raylib version commemorates raylib 3rd anniversary and represents another complete review of the library.
- It includes some interesting new features and is a stepping stone towards raylib future.
-
-HUGE changes:
-[rlua] Lua BINDING: Complete raylib Lua binding, ALL raylib functions ported to Lua plus the +60 code examples.
-[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
-[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
-
-other changes:
-
-[core] Corrected issue on OSX with HighDPI display
-[core] Added flag to allow resizable window
-[core] Allow no default font loading
-[core] Corrected old issue with mouse buttons on web
-[core] Improved gamepad support, unified across platforms
-[core] Gamepad id functionality: GetGamepadName(), IsGamepadName()
-[core] Gamepad buttons/axis checking functionality:
-[core] Reviewed Android key inputs system, unified with desktop
-[rlgl] Redesigned lighting shader system
-[rlgl] Updated standard shader for better performance
-[rlgl] Support alpha on framebuffer: rlglLoadRenderTexture()
-[rlgl] Reviewed UpdateVrTracking() to update camera
-[rlgl] Added IsVrSimulator() to check for VR simulator
-[shapes] Corrected issue on DrawPolyEx()
-[textures] Simplified supported image formats support
-[textures] Improved text drawing within an image: ImageDrawText()
-[textures] Support image alpha mixing: ImageAlphaMask()
-[textures] Support textures filtering: SetTextureFilter()
-[textures] Support textures wrap modes: SetTextureWrap()
-[text] Improved TTF spritefont generation: LoadSpriteFontTTF()
-[text] Improved AngelCode fonts support (unordered chars)
-[text] Added TraceLog info on image spritefont loading
-[text] Improved text measurement: MeasureTextEx()
-[models] Improved OBJ loading flexibility
-[models] Reviewed functions: DrawLine3D(), DrawCircle3D()
-[models] Removed function: ResolveCollisionCubicmap()
-[camera] Redesigned camera system and ported to header-only
-[camera] Removed function: UpdateCameraPlayer()
-[gestures] Redesigned gestures module to header-only
-[audio] Simplified Music loading and playing system
-[audio] Added trace on audio device closing
-[audio] Reviewed Wave struct, improved flexibility
-[audio] Support sound data update: UpdateSound()
-[audio] Added support for FLAC audio loading/streaming
-[raygui] Removed raygui from raylib repo (moved to own repo)
-[build] Added OpenAL static library
-[build] Added Visual Studio 2015 projects
-[build] Support shared/dynamic raylib compilation
-[*] Updated LibOVR to SDK version 1.8
-[*] Updated games to latest raylib version
-[*] Improved examples and added new ones
-[*] Improved Android support
-
------------------------------------------------
-Release: raylib 1.5.0 (18 July 2016)
------------------------------------------------
-NOTE:
- Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
- lots of bugs have been solved and some **AMAZING** new features have been added.
-
-HUGE changes:
-[rlgl] OCULUS RIFT CV1: Added support for VR, not oly Oculus Rift CV1 but also stereo rendering simulator (multiplatform).
-[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
-[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot.
-[physac] REDESIGNED: Improved performance and simplified usage, physic objects now are managed internally in a second thread!
-[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels supported.
-
-other changes:
-
-[core] Review Android button inputs
-[core] Support Android internal data storage
-[core] Renamed WorldToScreen() to GetWorldToScreen()
-[core] Removed function SetCustomCursor()
-[core] Removed functions BeginDrawingEx(), BeginDrawingPro()
-[core] Replaced functions InitDisplay() + InitGraphics() with: InitGraphicsDevice()
-[core] Added support for field-of-view Y (fovy) on 3d Camera
-[core] Added 2D camera mode functions: Begin2dMode() - End2dMode()
-[core] Translate mouse inputs to Android touch/gestures internally
-[core] Translate mouse inputs as touch inputs in HTML5
-[core] Improved function GetKeyPressed() to support multiple keys (including function keys)
-[core] Improved gamepad support, specially for RaspberryPi (including multiple gamepads support)
-[rlgl] Support stereo rendering simulation (duplicate draw calls by viewport, optimized)
-[rlgl] Added distortion shader (embeded) to support custom VR simulator: shader_distortion.h
-[rlgl] Added support for OpenGL 2.1 on desktop
-[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
-[rlgl] Improved DXT-ETC1 support on HTML5
-[rlgl] Review function: rlglUnproject()
-[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit()
-[rlgl] Updated Mesh and Shader structs
-[rlgl] Simplified internal (default) dynamic buffers
-[rlgl] Added support for indexed and dynamic mesh data
-[rlgl] Set fixed vertex attribs location points
-[rlgl] Improved mesh data loading support
-[rlgl] Added standard shader (embeded) to support materials and lighting: shader_standard.h
-[rlgl] Added light functions: CreateLight(), DestroyLight()
-[rlgl] Added wire mode functions: rlDisableWireMode(), rlEnableWireMode()
-[rlgl] Review function consistency, added: rlglLoadMesh(), rlglUpdateMesh(), rlglDrawMesh(), rlglUnloadMesh()
-[rlgl] Replaced SetCustomShader() by: BeginShaderMode() - EndShaderMode()
-[rlgl] Replaced SetBlendMode() by: BeginBlendMode() - EndBlendMode()
-[rlgl] Added functions to customize internal matrices: SetMatrixProjection(), SetMatrixModelview()
-[rlgl] Unified internal shaders to only one default shader
-[rlgl] Added support for render to texture (RenderTexture2D):
- LoadRenderTexture() - UnloadRenderTexture()
- BeginTextureMode() - EndTextureMode()
-[rlgl] Removed SetShaderMap*() functions
-[rlgl] Redesigned default buffers usage functions:
- LoadDefaultBuffers() - UnloadDefaultBuffers()
- UpdateDefaultBuffers() - DrawDefaultBuffers()
-[shapes] Corrected bug on GetCollisionRec()
-[textures] Added support for Nearest-Neighbor image scaling
-[textures] Added functions to draw text on image: ImageDrawText(), ImageDrawTextEx()
-[text] Reorganized internal functions: Added LoadImageFont()
-[text] Security check for unsupported BMFonts
-[models] Split mesh creation from model loading on heightmap and cubicmap
-[models] Updated BoundingBox collision detections
-[models] Added color parameter to DrawBoundigBox()
-[models] Removed function: DrawQuad()
-[models] Removed function: SetModelTexture()
-[models] Redesigned DrawPlane() to use RL_TRIANGLES
-[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
-[models] Redesign to accomodate new materials system: LoadMaterial()
-[models] Added material functions: LoadDefaultMaterial(), LoadStandardMaterial()
-[models] Added MTL material loading support: LoadMTL()
-[models] Added function: DrawLight()
-[audio] Renamed SoundIsPlaying() to IsSoundPlaying()
-[audio] Renamed MusicIsPlaying() to IsMusicPlaying()
-[audio] Support multiple Music streams (indexed)
-[audio] Support multiple mixing channels
-[gestures] Improved and reviewed gestures system
-[raymath] Added QuaternionInvert()
-[raymath] Removed function: PrintMatrix()
-[raygui] Ported to header-only library (https://github.com/raysan5/raygui)
-[shaders] Added depth drawing shader (requires a depth texture)
-[shaders] Reviewed included shaders and added comments
-[OpenAL Soft] Updated to latest version (1.17.2)
-[GLFW3] Updated to latest version (3.2)
-[stb] Updated to latest headers versions
-[GLAD] Converted to header only library and simplified to only used extensions
-[*] Reorganize library folders: external libs moved to src/external folder
-[*] Reorganize src folder for Android library
-[*] Review external dependencies usage
-[*] Improved Linux and OSX build systems
-[*] Lots of tweaks and bugs corrected all around
-
------------------------------------------------
-Release: raylib 1.4.0 (22 February 2016)
------------------------------------------------
-NOTE:
- This version supposed another big improvement for raylib, including new modules and new features.
- More than 30 new functions have been added to previous raylib version.
- Around 8 new examples and +10 new game samples have been added.
-
-BIG changes:
-[textures] IMAGE MANIPULATION: Functions to crop, resize, colorize, flip, dither and even draw image-to-image or text-to-image.
-[text] SPRITEFONT SUPPORT: Added support for AngelCode fonts (.fnt) and TrueType fonts (.ttf).
-[gestures] REDESIGN: Gestures system simplified and prepared to process generic touch events, including mouse events (multiplatform).
-[physac] NEW MODULE: Basic 2D physics support, use colliders and rigidbodies; apply forces to physic objects.
-
-other changes:
-
-[rlgl] Removed GLEW library dependency, now using GLAD
-[rlgl] Implemented alternative to glGetTexImage() on OpenGL ES
-[rlgl] Using depth data on batch drawing
-[rlgl] Reviewed glReadPixels() function
-[core][rlgl] Reviewed raycast system, now 3D picking works
-[core] Android: Reviewed Android App cycle, paused if inactive
-[shaders] Implemented Blinn-Phong lighting shading model
-[textures] Implemented Floyd-Steinberg dithering - ImageDither()
-[text] Added line-break support to DrawText()
-[text] Added TrueType Fonts support (using stb_truetype)
-[models] Implement function: CalculateBoundingBox(Mesh mesh)
-[models] Added functions to check Ray collisions
-[models] Improve map resolution control on LoadHeightmap()
-[camera] Corrected small-glitch on zoom-in with mouse-wheel
-[gestures] Implemented SetGesturesEnabled() to enable only some gestures
-[gestures] Implemented GetElapsedTime() on Windows system
-[gestures] Support mouse gestures for desktop platforms
-[raymath] Complete review of the module and converted to header-only
-[easings] Added new module for easing animations
-[stb] Updated to latest headers versions
-[*] Lots of tweaks around
-
------------------------------------------------
-Release: raylib 1.3.0 (01 September 2015)
------------------------------------------------
-NOTE:
- This version supposed a big boost for raylib, new modules have been added with lots of features.
- Most of the modules have been completely reviewed to accomodate to the new features.
- Over 50 new functions have been added to previous raylib version.
- Most of the examples have been redone and +10 new advanced examples have been added.
-
-BIG changes:
-[rlgl] SHADERS: Support for model shaders and postprocessing shaders (multiple functions)
-[textures] FORMATS: Support for multiple internal formats, including compressed formats
-[camera] NEW MODULE: Set of cameras for 3d view: Free, Orbital, 1st person, 3rd person
-[gestures] NEW MODULE: Gestures system for Android and HTML5 platforms
-[raygui] NEW MODULE: Set of IMGUI elements for tools development (experimental)
-
-other changes:
-
-[rlgl] Added check for OpenGL supported extensions
-[rlgl] Added function SetBlenMode() to select some predefined blending modes
-[core] Added support for drop&drag of external files into running program
-[core] Added functions ShowCursor(), HideCursor(), IsCursorHidden()
-[core] Renamed function SetFlags() to SetConfigFlags()
-[shapes] Simplified some functions to improve performance
-[textures] Review of Image struct to support multiple data formats
-[textures] Added function LoadImageEx()
-[textures] Added function LoadImageRaw()
-[textures] Added function LoadTextureEx()
-[textures] Simplified function parameters LoadTextureFromImage()
-[textures] Added function GetImageData()
-[textures] Added function GetTextureData()
-[textures] Renamed function ConvertToPOT() to ImageConvertToPOT()
-[textures] Added function ImageConvertFormat()
-[textures] Added function GenTextureMipmaps()
-[text] Added support for Latin-1 Extended characters for default font
-[text] Redesigned SpriteFont struct, replaced Character struct by Rectangle
-[text] Removed function GetFontBaseSize(), use directly spriteFont.size
-[models] Review of struct: Model (added shaders support)
-[models] Added 3d collision functions (sphere vs sphere vs box vs box)
-[models] Added function DrawCubeTexture()
-[models] Added function DrawQuad()
-[models] Added function DrawRay()
-[models] Simplified funtion DrawPlane()
-[models] Removed function DrawPlaneEx()
-[models] Simplified funtion DrawGizmo()
-[models] Removed function DrawGizmoEx()
-[models] Added function LoadModelEx()
-[models] Review of function LoadCubicMap()
-[models] Added function ResolveCollisionCubicmap()
-[audio] Decopupled from raylib, now this module can be used as standalone
-[audio] Added function UpdateMusicStream()
-[raymath] Complete review of the module
-[stb] Updated to latest headers versions
-[*] Lots of tweaks around
-
------------------------------------------------
-Release: raylib 1.2.2 (31 December 2014)
------------------------------------------------
-[*] Added support for HTML5 compiling (emscripten, asm.js)
-[core] Corrected bug on input handling (keyboard and mouse)
-[textures] Renamed function CreateTexture() to LoadTextureFromImage()
-[textures] Added function ConvertToPOT()
-[rlgl] Added support for color tint on models on GL 3.3+ and ES2
-[rlgl] Added support for normals on models
-[models] Corrected bug on DrawBillboard()
-[models] Corrected bug on DrawHeightmap()
-[models] Renamed LoadCubesmap() to LoadCubicmap()
-[audio] Added function LoadSoundFromWave()
-[makefile] Added support for Linux and OSX compiling
-[stb] Updated to latest headers versions
-[*] Lots of tweaks around
-
----------------------------------------------------------------
-Update: raylib 1.2.1 (17 October 2014) (Small Fixes Update)
----------------------------------------------------------------
-[core] Added function SetupFlags() to preconfigure raylib Window
-[core] Corrected bug on fullscreen mode
-[rlgl] rlglDrawmodel() - Added rotation on Y axis
-[text] MeasureTextEx() - Corrected bug on measures for default font
-
------------------------------------------------
-Release: raylib 1.2 (16 September 2014)
------------------------------------------------
-NOTE:
- This version supposed a complete redesign of the [core] module to support Android and Raspberry Pi.
- Multiples modules have also been tweaked to accomodate to the new platforms, specially [rlgl]
-
-[core] Added multiple platforms support: Android and Raspberry Pi
-[core] InitWindow() - Complete rewrite and split for Android
-[core] InitDisplay() - Internal function added to calculate proper display size
-[core] InitGraphics() - Internal function where OpenGL graphics are initialized
-[core] Complete refactoring of input functions to accomodate to new platforms
-[core] Mouse and Keyboard raw data reading functions added for Raspberry Pi
-[core] GetTouchX(), GetTouchY() - Added for Android
-[core] Added Android callbacks to process inputs and Android activity commands
-[rlgl] Adjusted buffers depending on platform
-[rlgl] Added security check in case deployed vertex excess buffer size
-[rlgl] Adjusted indices type depending on GL version (int or short)
-[rlgl] Fallback to VBOs only usage if VAOs not supported on ES2
-[rlgl] rlglLoadModel() stores vbo ids on new Model struct
-[textures] Added support for PKM files (ETC1, ETC2 compression support)
-[shapes] DrawRectangleV() - Modified, depending on OGL version uses TRIANGLES or QUADS
-[text] LoadSpriteFont() - Modified to use LoadImage()
-[models] Minor changes on models loading to accomodate to new Model struct
-[audio] PauseMusicStream(), ResumeMusicStream() - Added
-[audio] Reduced music buffer size to avoid stalls on Raspberry Pi
-[src] Added makefile for Windows and RPI
-[src] Added resources file (raylib icon and executable info)
-[examples] Added makefile for Windows and RPI
-[examples] Renamed and merged with test examples for coherence with module names
-[templates] Added multiple templates to be use as a base-code for games
-
------------------------------------------------
-Release: raylib 1.1.1 (22 July 2014)
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-[core] ShowLogo() - To enable raylib logo animation at startup
-[core] Corrected bug with window resizing
-[rlgl] Redefined colors arrays to use byte instead of float
-[rlgl] Removed double buffer system (no performance improvement)
-[rlgl] rlglDraw() - Reorganized buffers drawing order
-[rlgl] Corrected bug on screen resizing
-[shapes] DrawRectangle() - Use QUADS instead of TRIANGLES
-[models] DrawSphereWires() - Corrected some issues
-[models] LoadOBJ() - Redesigned to support multiple meshes
-[models] LoadCubesMap() - Loading a map as cubes (by pixel color)
-[textures] Added security check if file doesn't exist
-[text] Corrected bug on SpriteFont loading
-[examples] Corrected some 3d examples
-[test] Added cubesmap loading test
-
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-Release: raylib 1.1.0 (19 April 2014)
------------------------------------------------
-NOTE:
- This version supposed a complete internal redesign of the library to support OpenGL 3.3+ and OpenGL ES 2.0.
- New module [rlgl] has been added to 'translate' immediate mode style functions (i.e. rlVertex3f()) to GL 1.1, 3.3+ or ES2.
- Another new module [raymath] has also been added with lot of useful 3D math vector-matrix-quaternion functions.
-
-[rlgl] New module, abstracts OpenGL rendering (multiple versions support)
-[raymath] New module, useful 3D math vector-matrix-quaternion functions
-[core] Adapt all OpenGL code (initialization, drawing) to use [rlgl]
-[shapes] Rewrite all shapes drawing functions to use [rlgl]
-[textures] Adapt texture GPU loading to use [rlgl]
-[textures] Added support for DDS images (compressed and uncompressed)
-[textures] CreateTexture() - Redesigned to add mipmap automatic generation
-[textures] DrawTexturePro() - Redesigned and corrected bugs
-[models] Rewrite all 3d-shapes drawing functions to use [rlgl]
-[models] Adapt model loading and drawing to use [rlgl]
-[models] Model struct updated to include texture id
-[models] SetModelTexture() - Added, link a texture to a model
-[models] DrawModelEx() - Redesigned with extended parameters
-[audio] Added music streaming support (OGG files)
-[audio] Added support for OGG files as Sound
-[audio] PlayMusicStream() - Added, open a new music stream and play it
-[audio] StopMusicStream() - Added, stop music stream playing and close stream
-[audio] PauseMusicStream() - Added, pause music stream playing
-[audio] MusicIsPlaying() - Added, to check if music is playing
-[audio] SetMusicVolume() - Added, set volume for music
-[audio] GetMusicTimeLength() - Added, get current music time length (in seconds)
-[audio] GetMusicTimePlayed() - Added, get current music time played (in seconds)
-[utils] Added log tracing functionality - TraceLog(), TraceLogOpen(), TraceLogClose()
-[*] Log tracing messages all around the code
-
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-Release: raylib 1.0.6 (16 March 2014)
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-[core] Removed unused lighting-system code
-[core] Removed SetPerspective() function, calculated directly
-[core] Unload and reload default font on fullscreen toggle
-[core] Corrected bug gamepad buttons checking if no gamepad available
-[texture] DrawTextureV() - Added, to draw using Vector2 for position
-[texture] LoadTexture() - Redesigned, now uses LoadImage() + CreateTexture()
-[text] FormatText() - Corrected memory leak bug
-[models] Added Matrix struct and related functions
-[models] DrawBillboard() - Reviewed, now it works!
-[models] DrawBillboardRec() - Reviewed, now it works!
-[tests] Added folder with multiple tests for new functions
-
------------------------------------------------
-Update: raylib 1.0.5 (28 January 2014)
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-[audio] LoadSound() - Corrected a bug, WAV file was not closed!
-[core] GetMouseWheelMove() - Added, check mouse wheel Y movement
-[texture] CreateTexture2D() renamed to CreateTexture()
-[models] LoadHeightmap() - Added, Heightmap can be loaded as a Model
-[tool] rREM updated, now supports (partially) drag and drop of files
-
------------------------------------------------
-Release: raylib 1.0.4 (23 January 2014)
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-[tool] Published a first alpha version of rREM tool (raylib Resource Embedder)
-[core] GetRandomValue() - Bug corrected, now works right
-[core] Fade() - Added, fades a color to an alpha percentadge
-[core] WriteBitmap() - Moved to new module: utils.c, not used anymore
-[core] TakeScreenshot() - Now uses WritePNG() (utils.c)
-[utils] New module created with utility functions
-[utils] WritePNG() - Write a PNG file (used by TakeScreenshot() on core)
-[utils] DecompressData() - Added, used for rRES resource data decompresion
-[textures] LoadImageFromRES() - Added, load an image from a rRES resource file
-[textures] LoadTextureFromRES() - Added, load a texture from a rRES resource file
-[audio] LoadSoundFromRES() - Added, load a sound from a rRES resource file
-[audio] IsPlaying() - Added, check if a sound is currently playing
-[audio] SetVolume() - Added, set the volume for a sound
-[audio] SetPitch() - Added, set the pitch for a sound
-[examples] ex06a_color_select completed
-[examples] ex06b_logo_anim completed
-[examples] ex06c_font select completed
-
------------------------------------------------
-Release: raylib 1.0.3 (19 December 2013)
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-[fonts] Added 8 rBMF free fonts to be used on projects!
-[text] LoadSpriteFont() - Now supports rBMF file loading (raylib Bitmap Font)
-[examples] ex05a_sprite_fonts completed
-[examples] ex05b_rbmf_fonts completed
-[core] InitWindowEx() - InitWindow with extended parameters, resizing option and custom cursor!
-[core] GetRandomValue() - Added, returns a random value within a range (int)
-[core] SetExitKey() - Added, sets a key to exit program (default is ESC)
-[core] Custom cursor not drawn when mouse out of screen
-[shapes] CheckCollisionPointRec() - Added, check collision between point and rectangle
-[shapes] CheckCollisionPointCircle() - Added, check collision between point and circle
-[shapes] CheckCollisionPointTriangle() - Added, check collision between point and triangle
-[shapes] DrawPoly() - Added, draw regular polygons of n sides, rotation can be defined!
-
------------------------------------------------
-Release: raylib 1.0.2 (1 December 2013)
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-[text] GetDefaultFont() - Added, get default SpriteFont to be used on DrawTextEx()
-[shapes] CheckCollisionRecs() - Added, check collision between rectangles
-[shapes] CheckCollisionCircles() - Added, check collision between circles
-[shapes] CheckCollisionCircleRec() - Added, check collision circle-rectangle
-[shapes] GetCollisionRec() - Added, get collision rectangle
-[textures] CreateTexture2D() - Added, create Texture2D from Image data
-[audio] Fixed WAV loading function, now audio works!
-
------------------------------------------------
-Update: raylib 1.0.1 (28 November 2013)
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-[text] DrawText() - Removed spacing parameter
-[text] MeasureText() - Removed spacing parameter
-[text] DrawFps() - Renamed to DrawFPS() for coherence with similar function
-[core] IsKeyPressed() - Change functionality, check if key pressed once
-[core] IsKeyDown() - Added, check if key is being pressed
-[core] IsKeyReleased() - Change functionality, check if key released once
-[core] IsKeyUp() - Added, check if key is being NOT pressed
-[core] IsMouseButtonDown() - Added, check if mouse button is being pressed
-[core] IsMouseButtonPressed() - Change functionality, check if mouse button pressed once
-[core] IsMouseButtonUp() - Added, check if mouse button is NOT being pressed
-[core] IsMouseButtonReleased() - Change functionality, check if mouse button released once
-[textures] DrawTexturePro() - Added, texture drawing with 'pro' parameters
-[examples] Function changes applied to ALL examples
-
------------------------------------------------
-Release: raylib 1.0.0 (18 November 2013)
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-* Initial version
-* 6 Modules provided:
- - core: basic window/context creation functions, input management, timing functions
- - shapes: basic shapes drawing functions
- - textures: image data loading and conversion to OpenGL textures
- - text: text drawing, sprite fonts loading, default font loading
- - models: basic 3d shapes drawing, OBJ models loading and drawing
- - audio: audio device initialization, WAV files loading and playing