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- changelog
- ---------
-
- Current Release: raylib 3.7.0 (23 April 2021)
-
- -------------------------------------------------------------------------
- Release: raylib 3.7 (23 April 2021)
- -------------------------------------------------------------------------
- KEY CHANGES:
- - [rlgl] REDESIGNED: Greater abstraction level, some functionality moved to core module
- - [rlgl] REVIEWED: Instancing and stereo rendering
- - [core] REDESIGNED: VR simulator, fbo/shader exposed to user
- - [utils] ADDED: File access callbacks system
- - [models] ADDED: glTF animations support (#1551) by @object71
- - [audio] ADDED: Music streaming support from memory (#1606) by @nezvers
- - [*] RENAMED: enum types and enum values for consistency
-
- Detailed changes:
- [core] ADDED: LoadVrStereoConfig()
- [core] ADDED: UnloadVrStereoConfig()
- [core] ADDED: BeginVrStereoMode()
- [core] ADDED: EndVrStereoMode()
- [core] ADDED: GetCurrentMonitor() (#1485) by @object71
- [core] ADDED: SetGamepadMappings() (#1506)
- [core] RENAMED: struct Camera: camera.type to camera.projection
- [core] RENAMED: LoadShaderCode() to LoadShaderFromMemory() (#1690)
- [core] RENAMED: SetMatrixProjection() to rlSetMatrixProjection()
- [core] RENAMED: SetMatrixModelview() to rlSetMatrixModelview()
- [core] RENAMED: GetMatrixModelview() to rlGetMatrixModelview()
- [core] RENAMED: GetMatrixProjection() to rlGetMatrixProjection()
- [core] RENAMED: GetShaderDefault() to rlGetShaderDefault()
- [core] RENAMED: GetTextureDefault() to rlGetTextureDefault()
- [core] REMOVED: GetShapesTexture()
- [core] REMOVED: GetShapesTextureRec()
- [core] REMOVED: GetMouseCursor()
- [core] REMOVED: SetTraceLogExit()
- [core] REVIEWED: GetFileName() and GetDirectoryPath() (#1534) by @gilzoide
- [core] REVIEWED: Wait() to support FreeBSD (#1618)
- [core] REVIEWED: HighDPI support on macOS retina (#1510)
- [core] REDESIGNED: GetFileExtension(), includes the .dot
- [core] REDESIGNED: IsFileExtension(), includes the .dot
- [core] REDESIGNED: Compresion API to use sdefl/sinfl libs
- [rlgl] ADDED: SUPPORT_GL_DETAILS_INFO config flag
- [rlgl] REMOVED: GenTexture*() functions (#721)
- [rlgl] REVIEWED: rlLoadShaderDefault()
- [rlgl] REDESIGNED: rlLoadExtensions(), more details exposed
- [raymath] REVIEWED: QuaternionFromEuler() (#1651)
- [raymath] REVIEWED: MatrixRotateZYX() (#1642)
- [shapes] ADDED: DrawLineBezierQuad() (#1468) by @epsilon-phase
- [shapes] ADDED: CheckCollisionLines()
- [shapes] ADDED: CheckCollisionPointLine() by @mkupiec1
- [shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1
- [shapes] REDESIGNED: SetShapesTexture()
- [shapes] REDESIGNED: DrawCircleSector(), to use float params
- [shapes] REDESIGNED: DrawCircleSectorLines(), to use float params
- [shapes] REDESIGNED: DrawRing(), to use float params
- [shapes] REDESIGNED: DrawRingLines(), to use float params
- [textures] ADDED: DrawTexturePoly() and example (#1677) by @chriscamacho
- [textures] ADDED: UnloadImageColors() for allocs consistency
- [textures] RENAMED: GetImageData() to LoadImageColors()
- [textures] REVIEWED: ImageClearBackground() and ImageDrawRectangleRec() (#1487) by @JeffM2501
- [textures] REVIEWED: DrawTexturePro() and DrawRectanglePro() transformations (#1632) by @ChrisDill
- [text] REDESIGNED: DrawFPS()
- [models] ADDED: UploadMesh() (#1529)
- [models] ADDED: UpdateMeshBuffer()
- [models] ADDED: DrawMesh()
- [models] ADDED: DrawMeshInstanced()
- [models] ADDED: UnloadModelAnimations() (#1648) by @object71
- [models] ADDED: GenMeshDefault() (#1556)
- [models] REMOVED: DrawGizmo()
- [models] REMOVED: LoadMeshes()
- [models] REMOVED: MeshNormalsSmooth()
- [models] REVIEWED: DrawLine3D() (#1643)
- [audio] REVIEWED: Multichannel sound system (#1548)
- [audio] REVIEWED: jar_xm library (#1701) by @jmorel33
- [utils] ADDED: SetLoadFileDataCallback()
- [utils] ADDED: SetSaveFileDataCallback()
- [utils] ADDED: SetLoadFileTextCallback()
- [utils] ADDED: SetSaveFileTextCallback()
- [examples] ADDED: text_draw_3d (#1689) by @Demizdor
- [examples] ADDED: textures_poly (#1677) by @chriscamacho
- [examples] ADDED: models_gltf_model (#1551) by @object71
- [examples] RENAMED: shaders_rlgl_mesh_instanced to shaders_mesh_intancing
- [examples] REDESIGNED: shaders_rlgl_mesh_instanced by @moliad
- [examples] REDESIGNED: core_vr_simulator
- [examples] REDESIGNED: models_yaw_pitch_roll
- [build] ADDED: Config flag: SUPPORT_STANDARD_FILEIO
- [build] ADDED: Config flag: SUPPORT_WINMM_HIGHRES_TIMER (#1641)
- [build] ADDED: Config flag: SUPPORT_GL_DETAILS_INFO
- [build] ADDED: Examples projects to VS2019 solution
- [build] REVIEWED: Makefile to support PLATFORM_RPI (#1580)
- [build] REVIEWED: Multiple typecast warnings by @JeffM2501
- [build] REDESIGNED: VS2019 project build paths
- [build] REDESIGNED: CMake build system by @object71
- [*] RENAMED: Several functions parameters for consistency
- [*] UPDATED: Multiple bindings to latest version
- [*] UPDATED: All external libraries to latest versions
- [*] Multiple code improvements and fixes by multiple contributors!
-
- -------------------------------------------------------------------------
- Release: raylib 3.5 - 7th Anniversary Edition (25 December 2020)
- -------------------------------------------------------------------------
- KEY CHANGES:
- - [core] ADDED: PLATFORM_DRM to support RPI4 and other devices (#1388) by @kernelkinetic
- - [core] REDESIGNED: Window states management system through FLAGS
- - [rlgl] ADDED: RenderBatch type and related functions to allow custom batching (internal only)
- - [rlgl] REDESIGNED: Framebuffers API to support multiple attachment types (#721)
- - [textures] REDESIGNED: Image*() functions, big performance improvements (software rendering)
- - [*] REVIEWED: Multiple functions to replace file accesses by memory accesses
- - [*] ADDED: GitHub Actions CI to support multiple raylib build configurations
-
- Detailed changes:
- [core] ADDED: SetWindowState() / ClearWindowState() -> New flags added!
- [core] ADDED: IsWindowFocused()
- [core] ADDED: GetWindowScaleDPI()
- [core] ADDED: GetMonitorRefreshRate() (#1289) by @Shylie
- [core] ADDED: IsCursorOnScreen() (#1262) by @ChrisDill
- [core] ADDED: SetMouseCursor() and GetMouseCursor() for standard Desktop cursors (#1407) by @chances
- [core] REMOVED: struct RenderTexture2D: depthTexture variable
- [core] REMOVED: HideWindow() / UnhideWindow() -> Use SetWindowState()
- [core] REMOVED: DecorateWindow() / UndecorateWindow() -> Use SetWindowState()
- [core] RENAMED: GetExtension() to GetFileExtension()
- [core] REVIEWED: Several structs to reduce size and padding
- [core] REVIEWED: struct Texture maps to Texture2D and TextureCubemap
- [core] REVIEWED: ToggleFullscreen() (#1287)
- [core] REVIEWED: InitWindow(), support empty title for window (#1323)
- [core] REVIEWED: RPI: Mouse movements are bound to the screen resolution (#1392) (#1410) by @kernelkinetic
- [core] REVIEWED: GetPrevDirectoryPath() fixes on Unix-like systems (#1246) by @ivan-cx
- [core] REPLACED: rgif.h by msf_gif.h for automatic gif recording
- [core] REDESIGNED: GetMouseWheelMove() to return float movement for precise scrolling (#1397) by @Doy-lee
- [core] REDESIGNED: GetKeyPressed(), and added GetCharPressed() (#1336)
- [core] UWP rework with improvements (#1231) by @Rover656
- [core] Gamepad axis bug fixes and improvement (#1228) by @mmalecot
- [core] Updated joystick mappings with latest version of gamecontrollerdb (#1381) by @coderoth
- [rlgl] Corrected issue with OpenGL 1.1 support
- [rlgl] ADDED: rlDrawMeshInstanced() (#1318) by @seanpringle
- [rlgl] ADDED: rlCheckErrors (#1321) by @seanpringle
- [rlgl] ADDED: BLEND_SET blending mode (#1251) by @RandomErrorMessage
- [rlgl] ADDED: rlSetLineWidth(), rlGetLineWidth(), rlEnableSmoothLines(), rlDisableSmoothLines() (#1457) by @JeffM2501
- [rlgl] RENAMED: rlUnproject() to Vector3Unproject() [raymath]
- [rlgl] REVIEWED: Replace rlglDraw() calls by DrawRenderBatch() internal calls
- [rlgl] REVIEWED: GenTextureCubemap(), use rlgl functionality only
- [rlgl] REVIEWED: rlFramebufferAttach() to support texture layers
- [rlgl] REVIEWED: GenDrawCube() and GenDrawQuad()
- [rlgl] REVIEWED: Issues with vertex batch overflow (#1223)
- [rlgl] REVIEWED: rlUpdateTexture(), issue with offsets
- [rlgl] REDESIGNED: GenTexture*() to use the new fbo API (#721)
- [raymath] ADDED: Normalize() and Remap() functions (#1247) by @NoorWachid
- [raymath] ADDED: Vector2Reflect() (#1400) by @daniel-junior-dube
- [raymath] ADDED: Vector2LengthSqr() and Vector3LengthSqr() (#1248) by @ThePituLegend
- [raymath] ADDED: Vector2MoveTowards() function (#1233) by @anatagawa
- [raymath] REVIEWED: Some functions consistency (#1197) by @Not-Nik
- [raymath] REVIEWED: QuaternionFromVector3ToVector3() (#1263) by @jvocaturo
- [raymath] REVIEWED: MatrixLookAt(), optimized (#1442) by @RandomErrorMessage
- [shapes] ADDED: CheckCollisionLines(), by @Elkantor
- [text] Avoid [textures] functions dependencies
- [text] ADDED: Config flag: SUPPORT_TEXT_MANIPULATION
- [text] ADDED: LoadFontFromMemory() (TTF only) (#1327)
- [text] ADDED: UnloadFontData()
- [text] RENAMED: FormatText() -> TextFormat()
- [text] REVIEWED: Font struct, added charsPadding (#1432)
- [text] REVIEWED: TextJoin()
- [text] REVIEWED: TextReplace() (#1172)
- [text] REVIEWED: LoadBMFont() to load data from memory (#1232)
- [text] REVIEWED: GenImageFontAtlas(), fixed offset (#1171)
- [text] REDESIGNED: LoadFontData(), reviewed input parameters
- [text] REDESIGNED: LoadFontDefault(), some code simplifications
- [text] REDESIGNED: LoadFontFromImage(), avoid LoadImageEx()
- [text] REDESIGNED: LoadFontData(), avoid GenImageColor(), ImageFormat()
- [text] REDESIGNED: LoadBMFont(), avoid ImageCopy(), ImageFormat(), ImageAlphaMask()
- [textures] Move Color functions from [core] to [textures] module
- [textures] ADDED: ColorAlphaBlend()
- [textures] ADDED: GetPixelColor()
- [textures] ADDED: SetPixelColor()
- [textures] ADDED: LoadImageFromMemory() (#1327)
- [textures] ADDED: LoadImageAnim() to load animated sequence of images
- [textures] ADDED: DrawTextureTiled() (#1291) - @Demizdor
- [textures] ADDED: UpdateTextureRec()
- [textures] ADDED: UnloadImageColors(), UnloadImagePalette(), UnloadWaveSamples()
- [textures] REMOVED: Config flag: SUPPORT_IMAGE_DRAWING
- [textures] REMOVED: LoadImageEx()
- [textures] REMOVED: LoadImagePro()
- [textures] REMOVED: GetImageDataNormalized(), not exposed in the API
- [textures] RENAMED: ImageExtractPalette() to GetImagePalette()
- [textures] RENAMED: Fade() to ColorAlpha(), added #define for compatibility
- [textures] RENAMED: GetImageData() -> LoadImageColors()
- [textures] RENAMED: GetImagePalette() -> LoadImagePalette()
- [textures] RENAMED: GetWaveData() -> LoadWaveSamples()
- [textures] REVIEWED: GetPixelDataSize() to consider compressed data properly
- [textures] REVIEWED: GetTextureData(), allow retrieving 32bit float data
- [textures] REVIEWED: ImageDrawText*() params order
- [textures] REVIEWED: ColorAlphaBlend(), support tint color
- [textures] REVIEWED: ColorAlphaBlend(), integers-version, optimized (#1218)
- [textures] REVIEWED: ImageDraw(), consider negative source offset properly (#1283)
- [textures] REVIEWED: ImageDraw(), optimizations test (#1218)
- [textures] REVIEWED: ImageResizeCanvas(), optimization (#1218)
- [textures] REVIEWED: ExportImage(), optimized
- [textures] REVIEWED: ImageAlphaPremultiply(), optimization
- [textures] REVIEWED: ImageAlphaClear(), minor optimization
- [textures] REVIEWED: ImageToPOT(), renamed parameter
- [textures] REVIEWED: ImageCrop() (#1218)
- [textures] REVIEWED: ImageToPOT() (#1218)
- [textures] REVIEWED: ImageAlphaCrop() (#1218)
- [textures] REVIEWED: ExportImage(), optimized (#1218)
- [textures] REDESIGNED: ImageCrop(), optimized (#1218)
- [textures] REDESIGNED: ImageRotateCCW(), optimized (#1218)
- [textures] REDESIGNED: ImageRotateCW(), optimized (#1218)
- [textures] REDESIGNED: ImageFlipHorizontal(), optimized (#1218)
- [textures] REDESIGNED: ImageFlipVertical(), optimized (#1218)
- [textures] REDESIGNED: ImageResizeCanvas(), optimized (#1218)
- [textures] REDESIGNED: ImageDrawPixel(), optimized
- [textures] REDESIGNED: ImageDrawLine(), optimized
- [textures] REDESIGNED: ImageDraw(), optimized (#1218)
- [textures] REDESIGNED: ImageResize(), optimized (#1218)
- [textures] REDESIGNED: ImageFromImage(), optimized (#1218)
- [textures] REDESIGNED: ImageDraw(), optimization (#1218)
- [textures] REDESIGNED: ImageAlphaClear(), optimized (#1218)
- [textures] REDESIGNED: ExportImageAsCode() to use memory buffer (#1232)
- [textures] REDESIGNED: ColorFromHSV()
- [models] ADDED: DrawTriangle3D() and DrawTriangleStrip3D()
- [models] ADDED: UnloadModelKeepMeshes()
- [models] REVIEWED: LoadModel(), avoid loading texcoords and normals from model if not existent
- [models] REVIEWED: GenMeshCubicmap(), added comments and simplification
- [models] REVIEWED: GenMeshCubicmap(), fixed generated normals (#1244) by @GoldenThumbs
- [models] REVIEWED: GenMeshPoly(), fixed buffer overflow (#1269) by @frithrah
- [models] REVIEWED: LoadOBJ(): Allow for multiple materials in obj files (#1408) by @chriscamacho and @codifies
- [models] REVIEWED: LoadIQM() materials loading (#1227) by @sikor666
- [models] REVIEWED: LoadGLTF() to read from memory buffer
- [models] REVIEWED: UpdateMesh(), fix extra memory allocated when updating color buffer (#1271) by @4yn
- [models] REVIEWED: MeshNormalsSmooth() (#1317) by @seanpringle
- [models] REVIEWED: DrawGrid() (#1417)
- [models] REDESIGNED: ExportMesh() to use memory buffer (#1232)
- [models] REDESIGNED: LoadIQM() and LoadModelAnimations() to use memory buffers
- [audio] ADDED: LoadWaveFromMemory() (#1327)
- [audio] REMOVED: SetMusicLoopCount()
- [audio] REVIEWED: Several functions, sampleCount vs frameCount (#1423)
- [audio] REVIEWED: SaveWAV() to use memory write insted of file
- [audio] REVIEWED: LoadMusicStream(), support WAV music streaming (#1198)
- [audio] REVIEWED: Support multiple WAV sampleSize for MusicStream (#1340)
- [audio] REVIEWED: SetAudioBufferPitch()
- [audio] REDESIGNED: Audio looping system
- [audio] REDESIGNED: LoadSound(): Use memory loading (WAV, OGG, MP3, FLAC) (#1312)
- [audio] REDESIGNED: ExportWaveAsCode() to use memory buffers
- [utils] ADDED: MemAlloc() / MemFree() (#1440)
- [utils] ADDED: UnloadFileData() / UnloadFileText()
- [utils] REVIEWED: android_fopen() to support SDCard access
- [utils] REDESIGNED: SaveFile*() functions to expose file access results (#1420)
- [rmem] REVIEWED: MemPool and other allocators optimization (#1211) by @assyrianic
- [examples] ADDED: core/core_window_flags
- [examples] ADDED: core/core_quat_conversion by @chriscamacho and @codifies
- [examples] ADDED: textures/textures_blend_modes (#1261) by @accidentalrebel
- [examples] ADDED: textures/textures_draw_tiled (#1291) by @Demizdor
- [examples] ADDED: shaders/shaders_hot_reloading (#1198)
- [examples] ADDED: shaders/shaders_rlgl_mesh_instanced (#1318) by @seanpringle
- [examples] ADDED: shaders/shaders_multi_sampler2d
- [examples] ADDED: others/embedded_files_loading
- [examples] REVIEWED: textures/textures_raw_data (#1286)
- [examples] REVIEWED: textures/textures_sprite_explosion, replace resources
- [examples] REVIEWED: textures/textures_particles_blending, replace resources
- [examples] REVIEWED: textures/textures_image_processing, support mouse
- [examples] REVIEWED: models/models_skybox to work on OpenGL ES 2.0
- [examples] REVIEWED: audio/resources, use open license resources
- [examples] REVIEWED: others/raudio_standalone.c
- [build] ADDED: New config.h configuration options exposing multiple #define values
- [build] REMOVED: ANGLE VS2017 template project
- [build] REVIEWED: All MSVC compile warnings
- [build] Updated Makefile for web (#1332) by @rfaile313
- [build] Updated build pipelines to use latest emscripten and Android NDK
- [build] Updated emscriptem build script to generate .a on WebAssembly
- [build] Updated Android build for Linux, supporting ANDROID_NDK at compile time by @branlix3000
- [build] Updated VSCode project template tasks
- [build] Updated VS2017.UWP project template by @Rover656
- [build] Updated Android build pipeline
- [build] REMOVED: AppVeyor and Travis CI build systems
- [*] Moved raysan5/raylib/games to independent repo: raysan5/raylib-games
- [*] Replaced several examples resources with more open licensed alternatives
- [*] Updated BINDINGS.md with NEW bindings and added raylib version binding!
- [*] Updated all external libraries to latest versions
- [*] Multiple code improvements and small fixes
-
- -----------------------------------------------
- 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)
- -----------------------------------------------
- [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
-
- -----------------------------------------------
- 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
-
- -----------------------------------------------
- Release: raylib 1.0.6 (16 March 2014)
- -----------------------------------------------
- [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)
- -----------------------------------------------
- [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)
- -----------------------------------------------
- [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)
- -----------------------------------------------
- [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)
- -----------------------------------------------
- [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)
- -----------------------------------------------
- [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)
- -----------------------------------------------
- * 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
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