* Fixing ImageDrawLine to be more pixel accurate
Changes to ImageDrawLine() function.
. Added one pixel to the length of a line so it wont draw lines one pixel short.
. Changed rounding by adding 0.5 in 16 bit fixed point to 'j' in for-loop.
* Changed ImagDrawLine to be more acurate
* [rmodels] Fix glTF skinning when joints have non-joint parent nodes
Some glTF exporters (notably wow.export, but also various other DCC pipelines) place skin joints under intermediate non-joint transform nodes that carry part of the bind-pose offset. raylib's existing LoadBoneInfoGLTF and LoadModelAnimationsGLTF only inspected a joint's immediate parent and only sampled joint-local TRS, so any transform stored on an intermediate non-joint ancestor was silently dropped, producing exploded or stretched meshes at runtime.
Two surgical changes:
LoadBoneInfoGLTF: walk the parent chain past any non-joint ancestors when looking up parentIndex, instead of comparing only against node.parent. Joints whose direct parent is a non-joint were previously treated as skeleton roots.
LoadModelAnimationsGLTF: precompute a per-joint extOffset matrix that bakes in the static TRS contribution of any intermediate non-joint nodes between the joint and its nearest joint ancestor. Apply it to each frame's joint TRS before BuildPoseFromParentJoints so the per-frame world transforms match the bind-pose world transforms (LoadGLTF already used cgltf_node_transform_world for bindPose, so this aligns the two code paths).
The replaced root-only worldTransform adjustment is a strict subset of the new per-joint extOffset machinery, so it has been removed.
Spec-compliant files (the six skeletal-skinning .glb examples shipped with raylib) render bit-identically before and after; previously broken files (e.g. wow.export's babyoctopus.gltf) now match the reference rendering from f3d, the Khronos sample viewer, and three.js.
* Resolve review: NULL-check joint offset allocation, fail fast
[rmodels] Address review feedback on glTF joint offset handling
Resolve the open review points raised on PR #5876 for the per-joint
extOffset precompute in LoadModelAnimationsGLTF.
* NULL check: validate the extOffset RL_MALLOC result before use, which
was previously missing.
* Fail-fast handling: detect the allocation failure at its source and
abort animation loading (log a warning, free resources, return NULL)
instead of propagating a NULL pointer into the per-frame loop.
* Brace formatting: expand the collapsed one-line joint-match check
(if (...) { isJoint = true; break; }) into raylib's standard Allman
brace style.
* Readability: break the deeply nested MatrixMultiply(MatrixMultiply(...))
into named nodeScale/nodeRotation/nodeTranslation/nodeTransform locals,
mirroring the existing S/R/T composition later in the function.
* Spacing/line breaks: add blank lines within the precompute block to
match the surrounding code style.
* fix triangle and quad spans applying pixels out of bounds
* remove off by one errors on x/y LoopMax
* apply the RASTER_QUAD offset at the loop start so it increments correctly
* fix missing endif
* remove include guard to allow dyMin usage
* early exit if nothing to draw on a span
* incorporate dxStart into xSubstep to make xOffset calculate a single time
* remove ghost comment
* early exit for quads, with a float cast on the left and top distance calculation
* remove duplicate xLoopEnd
* Improve GetClipboardImage implementation under X11
* Remove code for creating new connection, handle selection in GLFW connection instead.
* `GetClipboardImage()`: Small fix to remove unnecessary boolean
* port glfw's behaviour on size 0 window creation to rgfw
* updates with change suggestions
* don't do the FLAG_FULLSCREEN_MODE check twice for no reason
---------
Co-authored-by: CrackedPixel <5776225+CrackedPixel@users.noreply.github.com>
The KEYBOARD-source veto added in #5439 drops face-button key
events that arrive with both AINPUT_SOURCE_KEYBOARD and
AINPUT_SOURCE_GAMEPAD set on the source bitmask. Confirmed
reproducible on GameSir X2 Type-C and 8BitDo Ultimate Bluetooth,
both reporting source 0x501 on every face-button key event.
This source-bit pattern is general AOSP behaviour since Android
3.2 (commit 6f2fba4 in frameworks/base, Feb 2011): EventHub adds
InputDeviceClass::KEYBOARD to any device whose evdev keyBitmask
claims gamepad buttons (BTN_JOYSTICK..BTN_DIGI), and
KeyboardInputMapper::getEventSource stamps the resulting
KEYBOARD|GAMEPAD source on every outgoing key event.
Use AndroidTranslateGamepadButton(keycode) as the discriminator
instead. Recognised gamepad keycodes route to the gamepad path;
unknown keycodes fall through to the keyboard handler.
Assisted-by: Claude:claude-opus-4-7
The example audio_sound_multi was leaking memory every single time the spacebar was pressed.
```c
Direct leak of 576 byte(s) in 9 object(s) allocated from:
#0 0x758a41019447 in calloc (/usr/lib/liblsan.so.0+0x19447) (BuildId: 8ee115309adc591d231c961c43d245cfa68d9aa7)
#1 0x562dfbd2c4f3 in LoadAudioBuffer (/home/peter/raylib/examples/audio/audio_sound_multi+0xfa4f3) (BuildId: ea2a6f45d724abeccf904143a32012266f259f93)
```
This patch fixes that leak.