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…string data #4751 - REVIEWED: Checking `NULL` input on functions getting `const char *text`, to avoid crashes - REVIEWED: `strcpy()` usage, prioritize `strncpy()` with limited copy to buffer size - REPLACED: `strlen()` by `TextLength()` on [rtext] module - REVIEWED: Replaced some early returns (but keeping others, for easier code following)
* Make the comments on the camera 2d fields more clear about what space each one is in. * rlparser: update raylib_api.* by CI --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* [examples] Fixed `shaders_game_of_life` for web * Fixed image loadig for rexm
…e `InitWindow()` #4751 Following raylib design, a warning log message is shown and program can continue execution. Some early return checks have been added on most critical functions. [rtext] Previous implementation checking `isGpuReady` cross-module variable is not needed any more, resulting in a more decoupled code, load failure is managed at rlgl level
…s) vs `textSize` (measure in pixels)
Useful to support multiple canvases running different wasm instances in same webpage
…stent with `TODO:` and `NOTE:` comments
…ritize one line per variable definitions
…rectly to a 2d canvas This improvement is just a prove of concept, at this moment `PLATFORM_WEB` is limited in terms of software rendering by `GLFW` that only allows creating a WebGL canvas context with `glfwCreateWindow()`. We can skip that call but then some GLFW functionality is not available (windowing, inputs). The best solution is replacing GLFW completely by a pure Emscripten implementation for `PLATFORM_WEB`.
… used when building with zig (#5410)
This reverts commit cf0d6fc.
…v.1593+c13857e50. still backwards compatible with 0.15.1 (#5415)
… 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
…ation per blocks #5416
added support for Delphi
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
* Fix window scaling on Wayland with GLFW 3.4+ display scaling GLFW 3.4 defaults GLFW_SCALE_FRAMEBUFFER to TRUE on all platforms, causing framebuffer/window size mismatch on Wayland with display scaling (content renders in a subset of the window, mouse coordinates are wrong). Three fixes: - Disable GLFW_SCALE_FRAMEBUFFER on Wayland when FLAG_WINDOW_HIGHDPI is not set, restoring 1:1 window-to-framebuffer mapping - With FLAG_WINDOW_HIGHDPI, read actual framebuffer size from GLFW instead of resizing the window (which double-scales on Wayland where GLFW_SCALE_TO_MONITOR has no effect) - Skip mouse coordinate scaling on Wayland since GLFW already reports coordinates in logical (window) space Tested on NixOS/Niri with GLFW 3.4 at 1x, 1.5x, and 2x scaling. Fixes #5504 * Fix fullscreen and borderless windowed scaling on Wayland with HiDPI ToggleFullscreen and ToggleBorderlessWindowed exit paths manually scale screen size by DPI before passing to glfwSetWindowMonitor, which double-scales on Wayland where GLFW_SCALE_FRAMEBUFFER already handles it. Skip the manual resize on Wayland. Also fix FramebufferSizeCallback fullscreen branch: on Wayland with GLFW_SCALE_FRAMEBUFFER the framebuffer is still scaled in fullscreen, so use the logical window size as screen size and derive screenScale from the framebuffer/window ratio. Fixes #5504 * Apply style fixes from code review: remove duplicate screenScale assignment, collapse single-statement ifs to one line, remove trailing periods from comments
- Demonstrates per-bone animation blending for smooth transitions - Supports upper/lower body selective blending (walk + attack) - Includes uniform blending mode for comparison - Uses GPU skinning for performance - Follows raylib example conventions
…n case it fails size estimation #5542
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