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@ -1,7 +1,152 @@ |
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changelog |
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--------- |
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Current Release: raylib 2.5.0 (31 May 2019) |
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Current Release: raylib 3.0.0 (Feb.2020) -WIP- |
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----------------------------------------------- |
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Release: raylib 3.0 (Feb 2020) |
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----------------------------------------------- |
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KEY CHANGES: |
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- Global context states... |
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- Custom memory allocators... |
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- Structures review... |
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- raudio module review... |
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- text/fonts review... |
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- examples addition, readme table... |
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- GitHub Actions CI |
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Detailed changes: |
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[build] ADDED: VS2017.ANGLE project, by @msmshazan |
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[build] ADDED: VS2017 project support for x64 platform configuration |
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[build] ADDED: Makefile for Android building on macOS, by @Yunoinsky |
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[build] ADDED: Makefile for Android building on Linux, by @pamarcos |
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[build] REMOVED: VS2015 project |
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[build] REVIEWED: VSCode project |
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[build] REVIEWED: Makefile build system |
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[build] REVIEWED: Android building, by @NimbusFox |
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[build] REVIEWED: Compilation with CLion IDE, by @Rover656 |
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[build] REVIEWED: Generation of web examples, by @pamarcos |
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[build] REVIEWED: Makefiles path to 'shell.html', by @niorad |
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[build] REVIEWED: Multiple fixes on projkects building, by @ChrisDill, @JuDelCo, @electronstudio |
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[core] ADDED: Support touch/mouse indistinctly |
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[core] ADDED: FLAG_WINDOW_ALWAYS_RUN to avoid pause on minimize |
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[core] ADDED: Config flag SUPPORT_HALFBUSY_WAIT_LOOP |
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[core] ADDED: RPI mouse cursor point support on native mode |
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[core] ADDED: BeginScissorMode() - Define screen area for following drawing |
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[core] ADDED: EndScissorMode() - End scissor mode |
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[core] ADDED: GetWorldToScreen2D()- Get screen space position for a 2d camera world space position, by @arvyy |
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[core] ADDED: GetScreenToWorld2D() - Get world space position for a 2d camera screen space position, by @arvyy |
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[core] ADDED: GetWorldToScreenEx() - Get size position for a 3d world space position |
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[core] ADDED: DirectoryExists() - Check if a directory path exists |
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[core] ADDED: GetPrevDirectoryPath() - Get previous directory path for a given path |
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[core] ADDED: CompressData() - Compress data (DEFLATE algorythm) |
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[core] ADDED: DecompressData() - Decompress data (DEFLATE algorythm) |
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[core] ADDED: GetWindowPosition() - Get window position XY on monitor |
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[core] REMOVED: Show raylib logo at initialization |
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[core] REVIEWED: GetFileName(), security checks |
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[core] REVIEWED: IsMouseButtonReleased(), when press/release events come too fast, by @oswjk |
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[core] REVIEWED: SetWindowMonitor(), by @DropsOfSerenity |
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[core] REVIEWED: IsFileExtension() to be case-insensitive |
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[core] REVIEWED: IsFileExtension() when checking no-extension files |
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[core] REVIEWED: Default font scale filter for HighDPI mode |
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[core] REVIEWED: Touch input scaling for PLATFORM_WEB |
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[core] REVIEWED: RPI input system, by @DarkElvenAngel |
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[core] REVIEWED: RPI input threads issues |
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[core] REVIEWED: OpenGL extensions loading and freeing |
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[core] REVIEWED: GetDirectoryPath() |
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[core] REVIEWED: Camera2D behavior, by @arvyy |
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[core] REVIEWED: OpenGL ES 2.0 extensions check |
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[rlgl] ADDED: Flags to allow frustrum culling near/far distance configuration at compile time |
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[rlgl] ADDED: Flags to sllow MAX_BATCH_BUFFERING config at compile time |
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[rlgl] ADDED: GetMatrixProjection(), by @chriscamacho |
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[rlgl] ADDED: rlUpdateMeshAt() - Update vertex or index data on GPU, at index, by @brankoku |
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[rlgl] REVIEWED: Vertex padding not zeroed for quads, by @kawa-yoiko |
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[rlgl] REVIEWED: Read texture data as RGBA from FBO on GLES 2.0 |
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[rlgl] REVIEWED: LoadShaderCode() for const correctness, by @heretique |
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[rlgl] REVIEWED: rlLoadTexture() |
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[rlgl] REVIEWED: rlReadTexturePixels() |
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[rlgl] REVIEWED: rlUpdateMesh() to supports updating indices, by @brankoku |
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[rlgl] REVIEWED: GenTextureCubemap(), renamed parameters for consistency |
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[rlgl] REVIEWED: HDR pixels loading |
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[raymath] ADDED: MatrixRotateXYZ(), by @chriscamacho |
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[raymath] RENAMED: Vector3Multiply() to Vector3Scale() |
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[camera] REVIEWED: Free camera pitch, by @chriscamacho |
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[camera] REVIEWED: Camera not working properly at z-align, by @Ushio |
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[shapes] ADDED: DrawTriangleStrip() - Draw a triangle strip defined by points |
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[shapes] ADDED: DrawEllipse() - Draw ellipse |
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[shapes] ADDED: DrawEllipseLines() - Draw ellipse outline |
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[shapes] ADDED: DrawPolyLines() - Draw a polygon outline of n sides |
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[shapes] REVIEWED: DrawPoly() shape rendering, by @AlexHCC |
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[textures] ADDED: LoadAnimatedGIF() - Load animated GIF file |
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[textures] ADDED: GetImageAlphaBorder() - Get image alpha border rectangle |
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[textures] ADDED: ImageFromImage() - Create an image from another image piece |
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[textures] REVIEWED: ImageDraw(), now it supports color tint parameter |
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[textures] REVIEWED: ImageResizeCanvas() |
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[textures] REVIEWED: ImageCrop() with security checks |
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[textures] REVIEWED: ImageAlphaMask() |
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[textures] REVIEWED: ImageDrawRectangleLines() |
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[textures] REVIEWED: GetImageData() |
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[text] ADDED: TextCopy() - Copy one string to another, returns bytes copied |
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[text] ADDED: GetCodepoints() - Get all codepoints in a string |
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[text] ADDED: CodepointToUtf8() - Encode codepoint into utf8 text |
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[text] ADDED: DrawTextCodepoint() - Draw one character (codepoint) |
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[text] RENAMED: LoadDefaultFont() -> LoadFontDefault() |
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[text] RENAMED: TextCountCodepoints() -> GetCodepointsCount() |
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[text] REVIEWED: TextFormat(), to support caching, by @brankoku |
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[text] REVIEWED: LoadFontData(), generate empty image for space character |
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[text] REVIEWED: TextSplit() |
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[text] REVIEWED: TextToInteger() |
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[text] REVIEWED: GetNextCodepoint(), renamed parameters for clarity |
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[text] REVIEWED: GenImageFontAtlas(), improved atlas size computing |
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[text] REDESIGNED: struct Font, character rectangles have been moved out from CharInfo to Font |
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[text] REDESIGNED: struct CharInfo, now includes directly an Image of the glyph |
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[text] REDESIGNED: GenImageFontAtlas(), additional recs parameter added |
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[text] REDESIGNED: ImageTextEx(), to avoid font retrieval from GPU |
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[models] ADDED: Support rlPushMatrix() and rlPopMatrix() on mesh drawing |
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[models] ADDED: DrawPoint3D() - Draw a point in 3D space, actually a small line, by @ProfJski |
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[models] ADDED: Multi texture support for materials in GLTF format, by @Gamerfiend |
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[models] REVIEWED: LoadGLTF(), fixed memory leak, by @jubalh |
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[models] REVIEWED: LoadIQM(), support multiple animations loading, by @culacant |
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[models] REVIEWED: GetCollisionRayModel(), to avoid pointers |
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[models] REVIEWED: CheckCollisionRay*(), parameters renamed |
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[models] REVIEWED: UnloadMesh(), to avoid pointers |
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[models] REVIEWED: LoadModel(), memory initialization |
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[models] REVIEWED: UpdateModelAnimation(), added security checks |
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[models] REVIEWED: Multiple fixes on models loading, by @jubalh |
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[models] REVIEWED: Normals updated when using animated meshes, by @@las3rlars |
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[models] REVIEWED: Compilation when the SUPPORT_MESH_GENERATION not set, by @@Elkantor |
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[raudio] ADDED: Multi-channel audio playing, by @chriscamacho |
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[raudio] REMOVED: LoadWaveEx() |
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[raudio] RENAMED: IsAudioBufferProcessed() to IsAudioStreamProcessed() |
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[raudio] REVIEWED: Ensure .xm playback starts in the right place, by @illegalinstruction |
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[raudio] REVIEWED: Fix short non-looping sounds, by @jbosh |
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[raudio] REVIEWED: Modules playing time to full length |
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[raudio] REDESIGNED: Replaced Music pointer by struct |
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[raudio] REDESIGNED: Removed sampleLeft from Music struct |
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[examples] ADDED: core_scissor_test, by @ChrisDill |
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[examples] ADDED: core_2d_camera_platformer, by @arvyy |
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[examples] ADDED: textures_mouse_painting, by @ChrisDill |
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[examples] ADDED: models_waving_cubes, by @codecat |
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[examples] ADDED: models_solar_system, by @aldrinmartoq |
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[examples] ADDED: shaders_fog, by @chriscamacho |
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[examples] ADDED: shaders_texture_waves, by @Anata |
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[examples] ADDED: shaders_basic_lighting, by @chriscamacho |
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[examples] ADDED: shaders_simple_mask, by @chriscamacho |
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[examples] ADDED: audio_multichannel_sound, by @chriscamacho |
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[examples] RENAMED: text_sprite_font > text_font_spritefont |
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[examples] RENAMED: text_ttf_loading > text_font_filters |
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[examples] RENAMED: text_bmfont_ttf > text_font_loading |
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[examples] REMOVED: models_obj_viewer |
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[examples] REMOVED: models_solar_system |
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[examples] REVIEWED: models_obj_loading > models_loading |
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[examples] REVIEWED: models_materials_pbr, shader issues |
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[examples] REVIEWED: core_window_letterbox, detailed explanation, by @jotac0 |
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[games] ADDED: GGJ2020 game - RE-PAIR |
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[*] Misc fixes and tweaks, by @yaram, @oraoto, @zatherz, @piecedigital, @Shylie |
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[*] Update ALL supported projects (Notepad++, VS2017) |
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[*] Update ALL external libraries to latest versions (29.Jan.2020) |
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[*] Update ALL examples and games |
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[*] Update BINDINGS list |
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----------------------------------------------- |
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Release: raylib 2.5 (May 2019) |
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