From eed30b6f90158b0f10055bcbc0b6e23625d25e4a Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 6 Mar 2026 16:54:15 +0100 Subject: [PATCH] Update HISTORY.md --- HISTORY.md | 47 +++++++++++++++++++++++++++++++++++++---------- 1 file changed, 37 insertions(+), 10 deletions(-) diff --git a/HISTORY.md b/HISTORY.md index 02e226437..53fbc44c0 100644 --- a/HISTORY.md +++ b/HISTORY.md @@ -449,13 +449,13 @@ Some numbers for this release: Highlights for `raylib 5.0`: - **`rcore` module platform-split**: Probably the biggest raylib redesign in the last 10 years. raylib started as a library targeting 3 desktop platforms: `Windows`, `Linux` and `macOS` (thanks to `GLFW` underlying library) but with the years support for several new platforms has been added (`Android`, `Web`, `Rapsberry Pi`, `RPI native`...); lot of the platform code was shared so the logic was all together on `rcore.c` module, separated by compilation flags. This approach was very handy but also made it very difficult to support new platforms and specially painful for contributors not familiar with the module, navigating +8000 lines of code in a single file. A big redesign was really needed but the amount of work required was humungous and quite scary for a solo-developer like me, moreover considering that everything was working and the chances to break things were really high. Fortunately, some contributors were ready for the task (@ubkp, @michaelfiber, @Bigfoot71) and thanks to their initiative and super-hard work, the `rcore` [platform split](https://github.com/raysan5/raylib/blob/master/src/platforms) has been possible! This new raylib architecture greatly improves the platforms maintenance but also greatly simplifies the addition of new platforms. A [`platforms/rcore_template.c`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_template.c) file is provided with the required structure and functions to be filled for the addition of new platforms, actually it has been simplified to mostly filling some pre-defined functions: `InitPlatform()`, `ClosePlatform`, `PollInputEvents`... Undoubtedly, **this redesign opens the doors to a new era for raylib**, letting the users to plug new platforms as desired. - + - **`NEW` Platform backend supported: SDL**: Thanks to the new `rcore` platform-split, the addition of new platforms/backends to raylib has been greatly simplified. As a proof of concept, [`SDL2`](https://libsdl.org/) platform backend has been added to raylib as an alternative for `GLFW` library for desktop builds: [`platforms/rcore_desktop_sdl`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_sdl.c). Lot of work has been put to provide exactly the same features as the other platforms and carefully test the new implementation. Now `SDL2` fans can use this new backend, just providing the required include libraries on compilation and linkage (not included in raylib, like `GLFW`). `SDL` backend support also **eases the process of supporting a wider range of platforms** that already support `SDL`. - **`NEW` Platform backend supported: Nintendo Switch (closed source)**: The addition of the `SDL` backend was quite a challenge but to really verify the robustness and ease of the new platform plugin system, adding support for a console was a more demanding adventure. Surprisingly, only two days of work were required to add support for `Nintendo Switch` to raylib! Implementation result showed an outstanding level of simplicity, with a **self-contained module** (`rcore_swith.cpp`) supporting graphics and inputs. Unfortunately this module can not be open-sourced due to licensing restrictions. - **`NEW` Splines drawing and evaluation API**: A complete set of functions has been added to [draw](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L1258) and [evaluate](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L1270) different types of splines: `Linear`, `Basis`, `Catmull-Rom`, `Quadratic Bezier` and `Cubic Bezier`. Splines are extremely useful for game development (describe paths, control NPC movement...) but they can also be very useful on tools development (node-conections, elements-movement, 3d modelling, animations...). This was the missing feature on the raylib [`rshapes`](https://github.com/raysan5/raylib/blob/master/src/rshapes.h) module to make it complete! Note that `rshapes` module can also be used independently of raylib just providing the **only 6 functions required for vertex definition and drawing**. - + - **`NEW` Pseudo-random numbers generator: rprand**: After several years of users asking for this missing piece, a brand new pseudo-random generator module has been added to raylib. [`rprand`](https://github.com/raysan5/raylib/blob/master/src/external/rprand.h) implements the `Xoshiro128**` algorithm combined with `SplitMix64`, specially suited for **fast software pseudo-random numbers generation**. The module also implies some useful functions to generate non-repetitive random numbers sequences, functionality exposed by raylib. usage of this module can be controlled by a compilation flag, in case the default libc `rand()` function was preferred. - **`NEW` Automation Events System API**: This new system was first added in `raylib 4.0` as an experimental feature but it was a bit clumsy and there was no API exposed to users. For the new `raylib 5.0` the system has been redesigned and [proper API](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L1135) added for the users. With this new events automation system, users can **record input events for later replay**, very useful feature for testing automation, tutorials generation, assisted game playing, in-game cinematics, speedruns saving or even AI assited game playing! @@ -464,8 +464,8 @@ Highlights for `raylib 5.0`: - **`NEW` raylib web examples functionality**: Beside the addition of several new examples, the web examples functionality has been improved. Examples have been organized by [complexity level](https://www.raylib.com/examples.html), marked with one star for simple examples and up to 4 stars for more complex ones. A new option has been added to web to allow to **filter examples by function-name** usage, to ease the learning process when looking for an usage example of some function. Finally, **open-graph metadata** information has been added to all examples individual webpages, improving a the visuals and information when sharing those webpages on social networks, sharing the example screenshot and details. -As always, those are only some highlights of the new `raylib 5.0` but there is many more improvements! Support for 16-bit HDR images/textures, SVG loading and scaling support, new OpenGL ES 3.0 graphic backend, new image gradient generators, sound alias loading, improved 3d models loading, multiple optimizations, new bindings, CodeQL integration and much more! - +As always, those are only some highlights of the new `raylib 5.0` but there is many more improvements! Support for 16-bit HDR images/textures, SVG loading and scaling support, new OpenGL ES 3.0 graphic backend, new image gradient generators, sound alias loading, improved 3d models loading, multiple optimizations, new bindings, CodeQL integration and much more! + Make sure to check raylib [CHANGELOG]([CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG)) for a detailed list of changes! Undoubtedly, this is the **biggest raylib update in 10 years**. Many new features and improvements with a special focus on maintainability and long-term sustainability. **Undoubtedly, this is the raylib of the future**. @@ -492,16 +492,16 @@ Highlights for `raylib 5.5`: - **`NEW` raylib project creator tool**: A brand new tool developed to help raylib users to **setup new projects in a professional way**. `raylib project creator` generates a complete project structure with **multiple build systems ready-to-use** and **GitHub CI/CD actions pre-configured**. It only requires providing some C files and basic project parameters! The tools is [free and open-source](https://raysan5.itch.io/raylib-project-creator), and [it can be used online](https://raysan5.itch.io/raylib-project-creator)!. - **`NEW` Platform backend supported: RGFW**: Thanks to the `rcore` platform-split implemented in `raylib 5.0`, **adding new platforms backends has been greatly simplified**, new backends can be added using provided template, self-contained in a single C module, completely portable. A new platform backend has been added: [`RGFW`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_rgfw.c). `RGFW` is a **new single-file header-only portable library** ([`RGFW.h`](https://github.com/ColleagueRiley/RGFW)) intended for platform-functionality management (windowing and inputs); in this case for **desktop platforms** (Windows, Linux, macOS) but also for **Web platform**. It adds a new alternative to the already existing `GLFW` and `SDL` platform backends. - + - **`NEW` Platform backend version supported: SDL3**: Previous `raylib 5.0` added support for `SDL2` library, and `raylib 5.5` not only improves SDL2 functionality, with several issues reviewed, but also adds support for the recently released big SDL update in years: [`SDL3`](https://wiki.libsdl.org/SDL3/FrontPage). Now users can **select at compile time the desired SDL version to use**, increasing the number of potential platforms supported in the future! - + - **`NEW` Retro-console platforms supported: Dreamcast, N64, PSP, PSVita, PS4**: Thanks to the platform-split on `raylib 5.0`, **supporting new platform backends is easier than ever!** Along the raylib `rlgl` module support for the `OpenGL 1.1` graphics API, it opened the door to [**multiple homebrew retro-consoles backend implementations!**](https://github.com/raylib4Consoles) It's amazing to see raylib running on +20 year old consoles like [Dreamcast](https://github.com/raylib4Consoles/raylib4Dreamcast), [PSP](https://github.com/raylib4Consoles/raylib4Psp) or [PSVita](https://github.com/psp2dev/raylib4Vita), considering the hardware constraints of those platforms and proves **raylib outstanding versability!** Those additional platforms can be found in separate repositories and have been created by the amazing programmer Antonio Jose Ramos Marquez (@psxdev). - + - **`NEW` GPU Skinning support**: After lots of requests for this feature, it has been finally added to raylib thanks to the contributor Daniel Holden (@orangeduck), probably the developer that has further pushed models animations with raylib, developing two amazing tools to visualize and test animations: [GenoView](https://github.com/orangeduck/GenoView) and [BVHView](https://github.com/orangeduck/BVHView). Adding GPU skinning was a tricky feature, considering it had to be **available for all raylib supported platforms**, including limited ones like Raspberry Pi with OpenGL ES 2.0, where some advance OpenGL features are not available (UBO, SSBO, Transform Feedback) but a multi-platform solution was found to make it possible. A new example, [`models_gpu_skinning`](https://github.com/raysan5/raylib/blob/master/examples/models/models_gpu_skinning.c) has been added to illustrate this new functionality. As an extra, previous existing CPU animation system has been greatly improved, multiplying performance by a factor (simplifiying required maths). - + - **`NEW` [`raymath`](https://github.com/raysan5/raylib/blob/master/src/raymath.h) C++ operators**: After several requested for this feature, C++ math operators for `Vector2`, `Vector3`, `Vector4`, `Quaternion` and `Matrix` has been added to `raymath` as an extension to current implementation. Despite being only available for C++ because C does not support it, these operators **simplify C++ code when doing math operations**. -Beside those new big features, `raylib 5.5` comes with MANY other improvements: +Beside those new big features, `raylib 5.5` comes with MANY other improvements: - Normals support on batching system - Clipboard images reading support @@ -512,7 +512,7 @@ Beside those new big features, `raylib 5.5` comes with MANY other improvements: - Improved GLTF animations loading ...and [much much more](https://github.com/raysan5/raylib/blob/master/CHANGELOG), including **many functions reviews and new functions added!** - + Make sure to check raylib [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) for a detailed list of changes! To end with, I want to **thank all the contributors (+640!**) that along the years have **greatly improved raylib** and pushed it further and better day after day. Thanks to all of them, raylib is the amazing library it is today. @@ -522,3 +522,30 @@ Last but not least, I want to thank **raylib sponsors and all the raylib communi **After 11 years of development, `raylib 5.5` is the best raylib ever.** **Enjoy programming with raylib!** :) + +notes on raylib 6.0 +------------------- + +A new raylib release is finally ready, after almost 1.5 years since last release. This is the biggest release ever with many improvements to the library, thanks to the support of many amazing contributors and also thanks to the financial support of NLnet/NGI0 funds. + +Some astonishing numbers for this release: + + - **+310** closed issues (for a TOTAL of **+2120**!) + - **+1800** commits since previous RELEASE (for a TOTAL of **+9550**!) + - **18** functions ADDED to raylib API (for a TOTAL of **598**!) + - **??** functions REVIEWED with fixes and improvements + - **+190** new contributors (for a TOTAL of **+830**!) + +Highlights for `raylib 6.0`: + + - New Software Renderer backend [rlsw] + - New rcore platform backend: Memory (memory buffer) + - New rcore platform backend: Win32 (experimental) + - New rcore platform backend: Emscripten (experimental) + - Redesigned Skeletal Animation System + - Redesigned fullscreen modes and high-dpi content scaling + - Redesigned Build Config System [config.h] + - New File System API + - New Text Management API + - New tool: [rexm] raylib examples manager +