Revisions of raylib

Ana Guerrero's avatar Ana Guerrero (anag+factory) accepted request 1127465 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 12)
- Update to 5.0:
  * rcore module platform-spli
  * New platform backend supported: SDL
  * New platform backend supported: Nintendo Switch 
  * New splines drawing and evaluation API
  * Pseudo-random numbers generator: rprand
  * Automation Events System API
  * For details check project changelog
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 1087397 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 11)
- Update to 4.5.0:
  * NEW Improved ANGLE support on Desktop platforms: Support for OpenGL ES 2.0 on Desktop platforms (Windows,
    Linux, macOS) has been reviewed by @wtnbgo GitHub user. Now raylib can be compiled on desktop for OpenGL
    ES 2.0 and linked against ANGLE. This small addition open the door to building raylib for all ANGLE
    supported backends: Direct3D 11, Vulkan and Metal. Please note that this new feature is still experimental
    and requires further testing!
  * NEW Camera module: A brand new implementation from scratch for rcamera module, contributed by @Crydsch
    GitHub user! New camera system is simpler, more flexible, more granular and more extendable. Specific camera
    math transformations (movement/rotation) have been moved to individual functions, exposing them to users if
    required. Global state has been removed from the module and standalone usage has been greatly improved; now
    rcamera.h single-file header-only library can be used externally, independently of raylib. A new
    UpdateCameraPro() function has been added to address input-dependency of UpdateCamera(), now advance users
    have full control over camera inputs and movement/rotation speeds!
  * NEW Support for M3D models and M3D/GLTF animations: 3d models animations support has been a limited aspect of
    raylib for long time, some versions ago IQM animations were supported but raylib 4.5 also adds support for
    the brand new M3D file format, including animations and the long expected support for GLTF animations! The
    new M3D file format is simple, portable, feature complete, extensible and open source. It also provides a
    complete set of tools to export/visualize M3D models from/to Blender! Now raylib supports up to 3 model
    file-formats with animations: IQM, GLTF and M3D.
  * NEW Support QOA audio format (import/export): Just a couple of months ago the new QOA file format was
    published, a very simple, portable and open source quite-ok-audio file format. raylib already supports it,
    added to raudio module and including audio loading from file, loading from memory, streaming from file,
    streaming from memory and exporting to QOA audio format. Because simplicity really matters to raylib!
  * NEW Module for compressed textures loading: rl_gputex, a portable single-file header-only small library to
    load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib
    but it was part of the raylib rtextures module, now it has been moved into a separate self-contained library,
    improving portability. Note that this module is only intended to load compressed data from files, ready to be
    uploaded to GPU, no compression/decompression functionality is provided. This change is a first step towards
    a better modularization of raylib library.
  * Reviewed rlgl module for automatic limits checking: Again, rlgl has been reviewed to simplify usage. Now
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 1033063 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 10)
- Switch -DUSE_EXTERNAL_GLFW to OFF:
  Earlier we build required on our glfw package.
  But with raylib 4.2.0 they started to use features are only
  in the development version.
  They were unhappy that glfw 3.4.0 takes a long time to be
  relased and decided to create a in-tree copy.
  So for raylib 4.2.0 to build we need to use this in-tree version.

- Update to 4.2.0:
  * extra libraries cleanup:
  * examples review
  * rres resource format
  * raygui official gui library
  * new file system API
  * New audio stream processors API
  * For details see https://github.com/raysan5/raylib/releases/tag/4.2.0
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 958098 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 9)
- Update to 4.0.0:
  * Naming consistency and coherency: API has been completely
    reviewed to be consistent on naming conventions
  * Event Automation System: This new experimental feature has been
    added for future usage, it allows to record input events and
    re-play them automatically.
  * Custom game-loop control: As requested by some advance users,
    the game-loop control can be exposed
  * For details see: https://github.com/raysan5/raylib/blob/4.0.0/CHANGELOG
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 860228 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 7)
- Update to 3.5.0:
  * Platform supported: Raspberry Pi 4 native mode (no X11 windows)
    through DRM subsystem and GBM API. Actually this is a really
    interesting improvement because it opens the door to raylib to
	support other embedded platforms (Odroid, GameShell, NanoPi...).
    Also worth mentioning the un-official homebrew ports of raylib
    for PS4 and PSVita.
  * NEW configuration options exposed: For custom raylib builds,
    config.h now exposes more than 150 flags and defines to build
    raylib with only the desired features, for example, it allows to
    build a minimal raylib library in just some KB removing all
    external data filetypes supported, very useful to generate small
    executables or embedded devices.
  * NEW automatic GIF recording feature: Actually, automatic GIF
    recording (CTRL+F12) for any raylib application has been available
    for some versions but this feature was really slow and low-performant
    using an old gif library with many file-accesses. It has been replaced
    by a high-performant alternative (msf_gif.h) that operates directly
    on memory... and actually works very well! Try it out!
  * NEW RenderBatch system: rlgl module has been redesigned to support
    custom render batches to allow grouping draw calls as desired, previous
    implementation just had one default render batch. This feature has not
    been exposed to raylib API yet but it can be used by advance users dealing
    with rlgl directly. For example, multiple RenderBatch can be created
    for 2D sprites and 3D geometry independently.
  * NEW Framebuffer system: rlgl module now exposes an API for custom Framebuffer
    attachments (including cubemaps!). raylib RenderTexture is a basic
    use-case, just allowing color and depth textures, but this new API allows
    the creation of more advance Framebuffers with multiple attachments,
    like the G-Buffers. GenTexture*() functions have been redesigned to use this new API.
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 799028 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 6)
- Switch to noexamples tarball as requested in:
  https://github.com/raysan5/raylib/issues/1180
  So we don't ship examples with various licenses that we don't
  install anyways.
- Add raylib-3.0.0-noexamples.patch: dont try to install examples
  Raysan seems to have forgotten that.

- Added missing development header files.

- Update to 3.0.0:
  * All global variables from the multiple raylib modules have
    been moved to a global context state, it has several benefits, first, better
    code readability with more comprehensive variables naming and categorization
    (organized by types, i.e. CORE.Window.display.width,
    CORE.Input.Keyboard.currentKeyState or RLGL.State.modelview). Second, it allows
    better memory management to load global context state dynamically when required
    (not at the moment), making it easy to implement a hot-reloading mechanism if
    desired.
  * All memory allocations on raylib and its dependencies now use
    RL_MALLOC, RL_FREE and similar macros. Now users can easely hook their own
    memory allocations mechanism if desired, having more control over memory
    allocated internally by the library. Additionally, it makes it easier to port
    the library to embedded devices where memory control is critical. For more info
    check raylib issue #1074.
  * All I/O file accesses from raylib are being moved
    to memory data access, now all I/O file access is centralized into just four
    functions: LoadFileData(), SaveFileData(), LoadFileText(), SaveFileText().
    Users can just update those functions to any I/O file system. This change makes
    it easier to integrate raylib with Virtual File Systems or custom I/O file
    implementations.
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 706635 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 5)
- Update to 2.5.0:
  * New window management and filesystem functions to query monitor
    information, deal with clipboard, check directory files info and
    even launch a URL with default system web browser. Experimental
    High-DPI monitor support has also been added through a compile flag.
  * Redesigned Gamepad mechanism, now generic for all platforms and
    gamepads, no more specific gamepad configurations.
  * Redesigned UWP input system, now raylib supports UWP seamlessly,
    previous implementation required a custom input system implemented
    in user code.
  * rlgl module has been redesigned to support a unique buffer for
    shapes drawing batching, including LINES, TRIANGLES, QUADS in the
    same indexed buffer, also added support for multi-buffering if required.
    Additionally, rlPushMatrix()/rlPopMatrix() functionality has been
    reviewed to behave exactly like OpenGL 1.1, models_rlgl_solar_system
    example has been added to illustrate this behaviour.
  * VR simulator has been reviewed to allow custom configuration of
    Head-Mounted-Device parameters and distortion shader, core_vr_simulator
    has been properly adapted to showcase this new functionality, now
    the VR simulator is a generic configurable stereo rendering system
    that allows any VR device simulation with just a few lines of code
    or even dynamic tweaking of HMD parameters.
  * Support for Unicode text drawing; now raylib processes UTF8
    strings on drawing, supporting Unicode codepoints, allowing rendering
    mostly any existent language (as long as the font with the glyphs is provided).
  * Brand new text management API, with the addition of multiple functions
    to deal with string data
  * Multiple new shapes and textures drawing functions 
  * Experimental cubemap support, to automatically load multiple
    cubemap layouts (LoadTextureCubemap()). (forwarded request 706634 from jubalh)
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 625046 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 4)
- Update to 2.0.0:
  * Full redesign of audio module to use the mini_al audio library
  * Refactor all #define SUPPORT_* into a single config.h
  * Reviewed raymath.h for better consistency and performance (inlining)
  * New font rendering
  * STB support
  * New functions for CPU image data manipulation
- Remove raylib-2.0.0-api-version.patch: upstreamed
- Remove BuildRequires libglfw-devel:
  Using intern libraries now. They want raylib to be like this.
- Adding BR for libXcursor-devel, libXinerama-devel, libXrandr-devel
  and cmake explicitly now.
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 540482 from Factory Maintainer's avatar Factory Maintainer (factory-maintainer) (revision 2)
Automatic submission by obs-autosubmit
Dominique Leuenberger's avatar Dominique Leuenberger (dimstar_suse) accepted request 535929 from Michael Vetter's avatar Michael Vetter (jubalh) (revision 1)
- Update to 1.8.0:
  * New Image generation functions: Gradient, Checked, Noise, Cellular...
  * New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
  * New Shaders and Materials systems to support PBR materials
  * Custom Android APK build pipeline with simple Makefile
  * Complete review of rlgl layer functionality
  * Complete review of raymath functionality
- Remove root-meson.build and src-meson.build: contained in new
  release
- Update package summaries and RPM category.
- BuildRequires:  libglfw-devel >= 3.2
  because glfwSetWindowMonitor etc only come in 3.2
- Add option to meson file to build with gnu99 because:
  * CLOCK_MONOTONIC macro
  * var init in for loops (c99)
- Remove raylig-use-optflags.patch: Using meson for build
- Use meson to build raylib:
  * Takes care of creating proper so versioning
  * Install works (where their makefiles didnt)
- Add root-meson.build
- Add src-meson.build
  Meson files will be in next release, see:
  https://github.com/raysan5/raylib/pull/297
- Move Requires openal-soft-devel to devel package
- Add Requires: openal-soft-devel
  It will be needed when one uses raylib
- Add OpenAL to BuildRequires
- Add raylig-use-optflags.patch: allow passing of optflags
  See: https://github.com/raysan5/raylib/pull/295
- Inital package of raylib version 1.7.0
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