Commit Graph

9280 Commits

Author SHA1 Message Date
Ray c0c8ee9dc8 Update rcore_desktop_glfw.c 2025-12-28 18:15:47 +01:00
Ray 11c248aa82 Update rcore_web.c 2025-12-28 16:20:43 +01:00
Ray 2cf8983e18 WARNING: REDESIGNED: Fullscreen modes, use current display resolution
Considering multi-monitor and multi-ppi configurations
Fullscreen-exclusive scales to available display resolution, ignoring content scaling
Windowed-borderless scales to available logical resolution considering HighDPI **if requested**
2025-12-28 16:11:42 +01:00
Ray 297dcc07b8 Update core_highdpi_testbed.c 2025-12-28 16:08:34 +01:00
Ray 8cfb99f275 Minor comment tweaks 2025-12-28 16:08:19 +01:00
Ray 1d8e011eee Update rcore_drm.c 2025-12-28 16:08:08 +01:00
Ray 37bc3f5012 REMOVED: SetupFramebuffer(), most platforms do not need it any more
Kept only for platforms that could potentially need it
2025-12-28 16:07:59 +01:00
Ray da1a76604f REMOVED: CORE.Window.fullscreen, using available flag instead 2025-12-28 16:05:42 +01:00
Ray 05f5143603 Update README.md 2025-12-27 15:05:18 +01:00
Ray e4491b40b5 Update README.md 2025-12-27 14:43:46 +01:00
Ray 538bf82037 Update README.md 2025-12-27 14:35:38 +01:00
TheLazyIndianTechie 84dfe6a4cf [rmodels] Fix glTF animation framerate calculation (#4472) (#5445)
- Changed GLTF_ANIMDELAY (17ms, ~58.82fps) to GLTF_FRAMERATE (60.0fps)
- Updated frameCount calculation: (animDuration * 60) instead of (animDuration * 1000 / 17)
- Updated time calculation: j / 60.0f instead of (j * 17) / 1000.0f

This fixes animation frame count misalignment when importing glTF models
exported at standard 60fps. Animations that were 27+ frames shorter than
expected on 1350-frame sequences will now import correctly.
2025-12-27 14:22:24 +01:00
Ray 25a54d87e6 Update rcore_desktop_win32.c 2025-12-26 21:09:53 +01:00
Ray 64bd27bd08 Update rcore_desktop_glfw.c 2025-12-26 20:49:03 +01:00
Dino aee6734cff fix: set correct default axes for gamepads that are not connected (inside rcore_desktop_glfw.c) (#5444)
* fix: set correct default axes for gamepads that are not connected

`glfwGetGamepadState` will set all gamepad state variables to 0.0 if required gamepad is not connected, but `RecordAutomationEvent()` inside rcore.c expects trigger axes to be -1.0f when gamepad is not connected. Since SDL and RGFW return -1.0f in such case, this change is aligning it with them

* updated comment in rcore_desktop_glfw.c
2025-12-26 20:46:09 +01:00
Alvin De Cruz 5e14ac5a2e #5387 - Fix keyboard input detected as gamepad on some Android devices (#5439)
* [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
Dan Vu 101502103a Fixed FLAG_IS_SET to check if all bits in the flag are set in the value (#5441) 2025-12-24 20:58:40 +01:00
Ray 20dd4641c8 REVIEWED: Potential security concerns while copying unbounded text data between strings
Note that issue has been reported by CodeQL static analysis system
2025-12-24 19:35:06 +01:00
Ray fc843dc557 Create SECURITY.md 2025-12-24 19:21:43 +01:00
Ray 9103f6e055 ADDED: New platform backend for Web: Emscripten, not dependant on GLFW.js -WIP- 2025-12-24 18:58:20 +01:00
Ray ced84333a9 Update rl_gputex.h 2025-12-24 18:02:24 +01:00
Ray 05f42aa119 Update core_highdpi_testbed.c 2025-12-24 18:02:04 +01:00
Krzysztof Szenk a1e84caa8c RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h (#5431) 2025-12-24 09:04:41 +01:00
Kivi ddb827fb6f Fixed LoadCodepoints declaring a new local variable shadowing codpoints (#5430) 2025-12-24 08:59:51 +01:00
Michael Smith 0a4583ca54 [rl_gputex.h] Possibly fixed the swizzling in rl_load_dds_from_memory() function (#5422)
* Possibly fixed the swizzling bug

* Removed examples, and generation.
2025-12-23 17:10:55 +01:00
caszu 6a701b2679 fix android SetWindowState (#5424) 2025-12-23 15:37:08 +01:00
Ray aa2884bd78 Update rcore_desktop_glfw.c 2025-12-22 22:50:38 +01:00
Ray f27f2d097f REVIEWED: HighDPI support on macOS (when requested by app)
Tested on two monitors with different DPI configuration, for HigDPI enabled and not, including window resizing (with framebuffer resizing if required). Verified mouse coordinates follow the requested screen size.
2025-12-22 22:48:08 +01:00
Ray e4baf682ab Update rtext.c 2025-12-22 20:30:11 +01:00
Ray 8516750975 Remove internal function 2025-12-22 20:29:57 +01:00
SabeDoesThings 3212becc91 Update BINDINGS.md (#5421) 2025-12-21 20:15:38 +01:00
Ray b9446863d7 REXM: RENAMED: core_high_dpi --> core_highdpi_demo 2025-12-20 22:36:44 +01:00
Ray 13f9112d8c Update rcore_desktop_sdl.c 2025-12-19 01:16:34 +01:00
Ray f16fb065ea Update rcore_template.c 2025-12-19 01:15:34 +01:00
Ray 66392fe0ae REVIEWED: rlGetPixelDataSize(), correct compressed data size calculation per blocks #5416 2025-12-19 00:06:44 +01:00
Ray 720dd22491 REVIEWED: rlLoadTexture(), un complete texture do to issue on mipmap loading #5416 2025-12-18 17:04:58 +01:00
Ray ca578b8b08 Update raylib.sln 2025-12-18 17:03:53 +01:00
Ray 4b760091da REVIEWED: Window scaling with HighDPI on macOS #5059 2025-12-17 21:23:25 +01:00
Ray 6d562e5e87 REVIEWED: HiggDPI content scaling on changing monitors with different DPI #5335 #5356
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
Ray 7553e9d586 REVIEWED: Gamepads on latest SDL2 2.32.8 and SDL3 3.3.6 #5403 2025-12-16 19:36:01 +01:00
Ray 80ad96acc2 Fix #5413 2025-12-16 18:33:07 +01:00
Ray 7a5e8aa3a5 Update rcore_android.c 2025-12-16 18:30:33 +01:00
caszu 1c94e94873 [rcore] Implement FLAG_WINDOW_ALWAYS_RUN on Android (#5414) 2025-12-16 18:26:20 +01:00
dtasada 33adda1983 fixed build errors with zig. now compatible with zig master 0.16.0-dev.1593+c13857e50. still backwards compatible with 0.15.1 (#5415) 2025-12-16 18:24:53 +01:00
Ray f031b2f4f4 Alignment with other platform backends, avoid unneeded includes 2025-12-16 18:20:02 +01:00
Ray 1c7240a01d Revert "REVIEWED: Alignment with other platforms"
This reverts commit cf0d6fc664.
2025-12-16 18:18:42 +01:00
Ray cf0d6fc664 REVIEWED: Alignment with other platforms 2025-12-15 20:44:28 +01:00
Ray 615fc36eeb Fix #5406 2025-12-15 18:56:14 +01:00
Ray cbe31759ab Fix #5405 2025-12-15 18:52:27 +01:00
RANDRIA Luca d74556d35c Modify text_words_alignment.c (#5411) 2025-12-15 18:49:40 +01:00