b210d16597
fix y-offset casting ( #5556 )
2026-02-14 22:12:44 +01:00
4d6ef19fcc
change on-screen text ( #5553 )
2026-02-14 22:12:11 +01:00
fd40d2b374
fix missing alias for PS ( #5559 )
2026-02-14 22:11:47 +01:00
a78d575f75
change attenuation distance ( #5555 )
2026-02-14 22:11:18 +01:00
8f1421ee5d
fix wrong name ( #5552 )
2026-02-14 22:10:31 +01:00
debbb90479
fix extra drawtext() ( #5551 )
2026-02-14 22:09:52 +01:00
85de580527
fix(examples): don't bleed fog when on edge ( #5547 )
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Steps to reproduce:
1. play textures_fog_of_war example
2. Move player to edge of screen
3. Note the light bleeds to the other side of the screen
2026-02-12 16:15:47 +01:00
9861baf4b7
Update textures_framebuffer_rendering.c
2026-02-09 22:26:07 +01:00
f43e049444
Refactor removing extra space and add break line for { ( #5533 )
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Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com >
2026-02-05 15:10:55 +01:00
d4f636151b
refactor to follow the CONVENTIONS.md ( #5530 )
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Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com >
2026-02-04 19:43:55 +01:00
08e79a16b0
Refactoring {0} to { 0 } to follow conventions ( #5519 )
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Co-authored-by: maiconpintoabreu <maicon@thinkpad02.exads.com >
2026-01-29 17:30:03 +01:00
afe74c1c70
Refactor int to float missing parse ( #5503 )
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* refactor int to float parse
* Reverting as requested
---------
Co-authored-by: Maicon <maicon@thinkpad02.exads.com >
2026-01-24 21:53:22 +01:00
c610d228a2
Update text_inline_styling.c
2026-01-20 21:01:41 +01:00
a8c75f2bc5
Update models_first_person_maze.c
2026-01-17 20:15:48 +01:00
fbed591a6f
Reviewed example
2026-01-17 20:15:45 +01:00
10b94b02ad
Fix opengl interop single header library not having it's implementation loaded ( #5498 )
2026-01-15 23:30:13 +01:00
644ff28f87
Update shaders_deferred_rendering.c
2026-01-12 13:36:40 +01:00
1284d68721
Update core_highdpi_testbed.png
2026-01-09 20:18:45 +01:00
11f7db2dd8
REXM: ADDED: core_keyboard_testbed
2026-01-09 20:06:53 +01:00
7218b674e5
REXM: Updated: textures_framebuffer_rendering
2026-01-09 20:05:46 +01:00
cfd5c3f2ab
Update examples_list.txt
2026-01-09 20:02:29 +01:00
b365d23f49
Update examples_list.txt
2026-01-09 19:59:38 +01:00
5cc42c1b80
Updated file name
2026-01-09 19:55:26 +01:00
c814625c00
Update models_first_person_maze.c
2026-01-07 22:40:28 +01:00
5e1f5d5b74
examples/models: optimize collision check in first_person_maze ( #5478 )
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Limit collision detection to the player surrounding cells instead of
iterating the full cubicmap each frame.
2026-01-07 22:38:04 +01:00
35fc8ece44
Update models_decals.c
2026-01-03 23:01:37 +01:00
a44157c2a8
[example] Added textures_frame_buffer_rendering ( #5468 )
2026-01-03 22:41:52 +01:00
b00cbdaf49
Cleanup warnings in examples ( #5467 )
2026-01-03 22:38:51 +01:00
942f93db55
fix(build): do not use != assignment in Makefiles ( #5464 )
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GNU Make 3.81 that ships with MacOSX does not understand '!= ...' assignment
so we use ':= $(shell ...)' instead which have the same behavior here.
Additionally, I have changed the use of 'type' to 'command -v'
because assigning the result of 'type' to variable named 'EMMAKE'
does not make much sense. I also reused this variable.
For more detailed information read the linked issue.
Fixes: https://github.com/raysan5/raylib/issues/5460
2026-01-02 18:36:22 +01:00
416af51a93
Update year to 2026
2026-01-02 13:40:15 +01:00
980e4d0ad3
Use the size of the texture as the V scale so repeatable textures work well ( #5463 )
2026-01-02 13:15:25 +01:00
83377a3488
Update examples_list.txt
2025-12-31 22:29:12 +01:00
9b183e0c5e
REXM: Update examples and reports
2025-12-30 23:21:10 +01:00
4054fc42f3
Remove stdio.h unused header ( #5456 )
2025-12-30 22:09:20 +01:00
695f353533
Update Makefile.Web
2025-12-30 22:07:23 +01:00
f260f5fdd0
Update Makefile
2025-12-30 22:06:18 +01:00
fa1d4eb7fa
Update shapes_hilbert_curve.c
2025-12-30 22:06:05 +01:00
ebf2f61425
Delete core_input_keyboard_gamepad_test.c
2025-12-30 22:03:36 +01:00
6dfaf9fe7e
REVIEWED: example shapes_hilbert_curve #5454
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Make it more didactic and dynamic, avoid global variables
2025-12-30 21:19:54 +01:00
7523738677
Add hilbert curve example ( #5454 )
2025-12-30 20:11:37 +01:00
6450a48c75
Update core_highdpi_testbed.c
2025-12-28 20:03:51 +01:00
8871d7648d
Update core_highdpi_testbed.c
2025-12-28 19:49:38 +01:00
297dcc07b8
Update core_highdpi_testbed.c
2025-12-28 16:08:34 +01:00
5e14ac5a2e
#5387 - Fix keyboard input detected as gamepad on some Android devices ( #5439 )
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* [rcore][android] Fix keyboard input detected as gamepad on some devices (#5387 )
* [core] Add keyboard vs gamepad input test example (#5387 )
2025-12-26 20:42:32 +01:00
05f42aa119
Update core_highdpi_testbed.c
2025-12-24 18:02:04 +01:00
b9446863d7
REXM: RENAMED: core_high_dpi --> core_highdpi_demo
2025-12-20 22:36:44 +01:00
4b760091da
REVIEWED: Window scaling with HighDPI on macOS #5059
2025-12-17 21:23:25 +01:00
6d562e5e87
REVIEWED: HiggDPI content scaling on changing monitors with different DPI #5335 #5356
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Note that high-dpi awareness must be enabled by users and `CORE.Window.render` reports the scaled framebuffer size, while `CORE.Window.screen` reports the logical size.
`ToggleBorderlessWindow()` has also been reviewed to be consistent with scaling, if monitor physical display size is reported as 1920x1080 but there is a content scale of 1.5, then the borderless fullscreen window will be 1280x720, with the 1920x1080 framebuffer
2025-12-17 19:20:18 +01:00
80ad96acc2
Fix #5413
2025-12-16 18:33:07 +01:00
d74556d35c
Modify text_words_alignment.c ( #5411 )
2025-12-15 18:49:40 +01:00