* Thu Nov 03 2022 Michael Vetter <mvetter@suse.com>
- 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.
* Fri Aug 12 2022 Michael Vetter <mvetter@suse.com>
- 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
* Mon Feb 28 2022 Michael Vetter <mvetter@suse.com>
- 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
* Wed May 19 2021 Ferdinand Thiessen <rpm@fthiessen.de>
- Update to 3.7.0
* rlgl module for greater abstraction level. Now rlgl functionality
is self-contained in the module and used by higher-level layers,
* Multiple rlgl functions have been renamed for consistency
* A new API has been added, more comprehensive and better integrated
with raylib, the new stereo rendering can be combined with
RenderTexture and Shader API allowing the user to manage fbo and
distortion shader directly.
* New file access callbacks system.
* glTF animations support.
* raylib supports music streamming from memory data for all
supported file formats: WAV, OGG, MP3, FLAC, XM and MOD.
* Most raylib enums names and values names have been renamed for
consistency, now all value names start with the type of data
they represent.
* See: https://github.com/raysan5/raylib/blob/3.7.0/CHANGELOG
- Drop raylib-3.0.0-noexamples.patch
- Edit _service:
* Exclude examples as they are licensed under unsupported licenses
(Upstream does not provid the -noexamples package anymore)
* Mon Jan 04 2021 Michael Vetter <mvetter@suse.com>
- 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.
* Improved software rendering: raylib Image*() API is intended for
software rendering, for those cases when no GPU or no Window is available.
Those functions operate directly with multi-format pixel data on RAM and
they have been completely redesigned to be way faster, specially for small
resolutions and retro-gaming. Low-end embedded devices like microcontrollers
with custom displays could benefit of this raylib functionality!
* File loading from memory: Multiple functions have been redesigned to load
data from memory buffers instead of directly accessing the files, now all
raylib file loading/saving goes through a couple of functions that load
data into memory. This feature allows custom virtual-file-systems and it
gives more control to the user to access data already loaded in memory
(i.e. images, fonts, sounds...).
* NEW Window states management system: raylib core module has been
redesigned to support Window state check and setup more easily and also
before/after Window initialization, SetConfigFlags() has been reviewed and
SetWindowState() has been added to control Window minification,
maximization, hidding, focusing, topmost and more.
* For details see CHANGELOG file
Version: 3.0.0-bp152.1.1
* Wed Apr 29 2020 Michael Vetter <mvetter@suse.com>
- 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.
* Wed Apr 29 2020 Scott Young <dev@iotib.net>
- Added missing development header files.
* Tue Mar 31 2020 Michael Vetter <mvetter@suse.com>
- 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.
* All raylib data structures have been reviewed and optimized
for pass-by-value usage. One of raylib distinctive design decisions is that
most of its functions receive and return data by value. This design makes
raylib really simple for newcomers, avoiding pointers and allowing complete
access to all structures data in a simple way. The downside is that data is
copied on stack every function call and that copy could be costly so, all
raylib data structures have been optimized to stay under 64 bytes for fast copy
and retrieve.
* All raylib tracelog messages have been reviewd and categorized
for a more comprehensive output information when developing raylib
applications, now all display, input, timer, platform, auxiliar libraries,
file-accesses, data loading/unloading issues are properly reported with more
detailed and visual messages.
* raudio module has been internally reviewed to
accomodate the new Music structure (converted from previous pointer format) and
the module has been adapted to the highly improved miniaudio v0.10.
* text module reviewed to improve fonts generation and text management functions, Font
structure has been redesigned to better accomodate characters data, decoupling
individual characters as Image glyphs from the font atlas parameters. Several
improvements have been made to better support Unicode strings with UTF-8
encoding.
* Multiple new examples added (most of them contributed by raylib
users) and all examples reviewed for correct execution on most of the supported
platforms, specially Web and Raspberry Pi. A detailed categorized table has
been created on github for easy examples navigation and code access.
* New GitHub Actions CI system has been implemented for Windows, Linux and macOS code
and examples compilation on every new commit or PR to make sure library keeps
stable and usable with no breaking bugs.
* Note that only key changes are
listed here but there is way more! About 30 new functions, multiple functions
reviewed, bindings to +40 programming languages and great
samples/demos/tutorials created by the community, including raylib integration
with Spine, Unity, Tiled, Nuklear, enet and more!
* Fri May 31 2019 mvetter@suse.com
- 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()).
* Skeletal animation support for 3d models, this addition implied a
redesign of Model data structure to accomodate multiple mesh/multiple
materials support and bones information. Multiple models functions
have been reviewed and added on this process, also glTF models
loading support has been added.
* For details see Changelog file
* Tue Jul 24 2018 mvetter@suse.com
- 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.
* Fri May 18 2018 mvetter@suse.com
- Update to 2.0.0rc1:
* Complete redesign of audio module to use mini_al audio library
* Support AppVeyor and Travis CI (continuous integration) build
* Reviewed raymath.h for better consistency and performance (inlining)
* Refactor all #define SUPPORT_* into a single config.h
* Support TCC compiler
* For complete list see CHANGELOG file
- Remove BR openal-soft-devel
- Add packageconfig file
- Add raylib-2.0.0-api-version.patch: api version should be 2
- Switch from meson to CMake
Version: 1.8.0-bp150.1.3
* Fri Nov 03 2017 jengelh@inai.de
- Description grammar update.
* Mon Oct 23 2017 mvetter@suse.com
- 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
* Fri Sep 08 2017 jengelh@inai.de
- Update package summaries and RPM category.
* Tue Jun 13 2017 mvetter@suse.com
- BuildRequires: libglfw-devel >= 3.2
because glfwSetWindowMonitor etc only come in 3.2
* Sun Jun 11 2017 mvetter@suse.com
- Add option to meson file to build with gnu99 because:
* CLOCK_MONOTONIC macro
* var init in for loops (c99)
* Sun Jun 11 2017 mvetter@suse.com
- Remove raylig-use-optflags.patch: Using meson for build
* Thu Jun 08 2017 mvetter@suse.com
- 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
* Sun Jun 04 2017 mvetter@suse.com
- Move Requires openal-soft-devel to devel package
* Mon May 29 2017 mvetter@suse.com
- Add Requires: openal-soft-devel
It will be needed when one uses raylib
* Mon May 29 2017 mvetter@suse.com
- Add OpenAL to BuildRequires
- Add raylig-use-optflags.patch: allow passing of optflags
See: https://github.com/raysan5/raylib/pull/295
* Mon May 29 2017 mvetter@suse.com
- Add Requires: openal-soft-devel
It will be needed when one uses raylib