1950 Commits

Author SHA1 Message Date
Ray
1284d68721 Update core_highdpi_testbed.png 2026-01-09 20:18:45 +01:00
Ray
11f7db2dd8 REXM: ADDED: core_keyboard_testbed 2026-01-09 20:06:53 +01:00
Ray
7218b674e5 REXM: Updated: textures_framebuffer_rendering 2026-01-09 20:05:46 +01:00
Ray
cfd5c3f2ab Update examples_list.txt 2026-01-09 20:02:29 +01:00
Ray
b365d23f49 Update examples_list.txt 2026-01-09 19:59:38 +01:00
Ray
5cc42c1b80 Updated file name 2026-01-09 19:55:26 +01:00
Ray
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)
Limit collision detection to the player surrounding cells instead of
iterating the full cubicmap each frame.
2026-01-07 22:38:04 +01:00
Ray
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)
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
Ray
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
Ray
83377a3488 Update examples_list.txt 2025-12-31 22:29:12 +01:00
Ray
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
Ray
695f353533 Update Makefile.Web 2025-12-30 22:07:23 +01:00
Ray
f260f5fdd0 Update Makefile 2025-12-30 22:06:18 +01:00
Ray
fa1d4eb7fa Update shapes_hilbert_curve.c 2025-12-30 22:06:05 +01:00
Ray
ebf2f61425 Delete core_input_keyboard_gamepad_test.c 2025-12-30 22:03:36 +01:00
Ray
6dfaf9fe7e REVIEWED: example shapes_hilbert_curve #5454
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
Ray
6450a48c75 Update core_highdpi_testbed.c 2025-12-28 20:03:51 +01:00
Ray
8871d7648d Update core_highdpi_testbed.c 2025-12-28 19:49:38 +01:00
Ray
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)
* [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
Ray
05f42aa119 Update core_highdpi_testbed.c 2025-12-24 18:02:04 +01:00
Ray
b9446863d7 REXM: RENAMED: core_high_dpi --> core_highdpi_demo 2025-12-20 22:36:44 +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
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
6f5cabf60c Fix misleading example text. (#5409) 2025-12-14 17:43:54 +01:00
8fa5f1fe2c [examples] Fixed shaders_game_of_life for web (#5399)
* [examples] Fixed `shaders_game_of_life` for web

* Fixed image loadig for rexm
2025-12-11 13:38:08 +01:00
Ray
f3f02b3e17 REXM: examples validation and update 2025-12-10 19:06:41 +01:00
Ray
5e8118daf2 Update shaders_game_of_life.c 2025-12-10 09:46:06 +01:00
Ray
19a1683641 REXM: Updated examples 2025-12-09 19:25:08 +01:00
efeccfef61 [examples] Add textures_cellular_automata (#5395)
* [examples] Add `textures_cellular_automata`

* Comparison always true. Fixed

* Tabs to spaces
2025-12-09 19:14:16 +01:00
366300aafe [examples] Add shaders_game_of_life (#5394)
* [examples] Add `shaders_game_of_life`

* Declaration hides another variable same name
2025-12-09 19:13:05 +01:00
fd8830948e fix newer NDK version compiling errors (#5389)
target already gets assigned by the clang macro it points to, overwriting it causes it to target linux instead of android, making it check for usr directories instead of the NDK's directories
2025-12-06 20:01:47 +01:00
95c4efd7a3 Update comment on shapes_penrose_tile.c (#5384) 2025-12-03 16:56:41 +01:00
Ray
68befcc64f Update shapes_penrose_tile.c 2025-12-03 10:00:09 +01:00
b1f8cde329 [examples] Added: text_strings_management (#5379)
* new shapes example - penrose tile

* stack cleanup

* proper use of strnlen, strncat and strncpy

* typo correction

* update screenshot of shapes_penrose_tile example

* new example for strings management

* Improved structure for text_strings_management
2025-12-03 09:44:18 +01:00
1bbc8682f4 Fixed some typos and mispellings (#5381)
Specifically "occured" -> "occurred"
2025-12-02 22:48:06 +01:00
Ray
ed5da45203 Update LICENSE.md #5380 2025-12-02 22:46:12 +01:00
Ray
d3addad9a7 REVIEWED: example: shapes_penrose_tile formating 2025-12-02 22:34:48 +01:00
Ray
d13314fe1c Update core_window_flags.c 2025-12-02 22:21:41 +01:00
3ba186f2c1 [examples] Added: shapes_penrose_tile (#5376)
* new shapes example - penrose tile

* stack cleanup

* proper use of strnlen, strncat and strncpy

* typo correction

* update screenshot of shapes_penrose_tile example
2025-12-01 12:57:45 +01:00
Ray
78661a4ee0 REXM: ADDED: shapes_ball_physics 2025-11-29 18:23:17 +01:00