* Testing linux implementation
* Add implementation for ClipboardImage on Linux
* Adding another check to make sure that only X11 include X11 libs
* Adding some comments to explain the magic numbers
Redesigned to support disabling features on compilation with `-DSUPPORT_FEATURE=0`
REMOVED: `SUPPORT_DEFAULT_FONT`, always supported
REMOVED: `SUPPORT_IMAGE_MANIPULATION `, always supported
REMOVED: `SUPPORT_TEXT_MANIPULATION`, always supported
REDESIGNED: `SUPPORT_FONT_ATLAS_WHITE_REC` to `FONT_ATLAS_CORNER_REC_SIZE`
REVIEWED: Config values (other than 0-1) are already defined on respective modules
Other config tweaks here and there
* ANDROID: Fix broken LoadMusicStream due to missing fopen macro override in raudio
* ANDROID: Add missing forward declaration before fopen macro override in raudio
* renamed SHADER_LOC_VERTEX_INSTANCETRANSFORMS to SHADER_LOC_VERTEX_INSTANCETRANSFORM
* rlparser: update raylib_api.* by CI
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
* win32 clipbaord: fix for BI_ALPHABITFIELDS narrow support
* Define BI_ALPHABITFIELDS even if wingdi headers are already included
since BI_ALPHABITFIELDS is not always defined there
REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data
ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`)
ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure
ADDED: Support animation frames-blending, for timing control
ADDED: Support animations blending, between two animations
REVIEWED: All models animation loading functions
ADDED: `UpdateModelAnimationEx()` for two animations blending
REMOVED: `UpdateModelAnimationBones*()`, simplified API
REVIEWED: Shader attributes/uniforms names for animations, for consistency
REVIEWED: Multiple tweaks on animations loading for consistency between formats
ADDED: example: `models_animation_timing`
ADDED: example: `models_animation_blending`
REVIEWED: example: `models_animation_gpu_skinning`
REVIEWED: example: `models_animation_blend_custom`
REVIEWED: All animated models loading examples
This is happening because the processing function keeps reading audio
data from the AudioBuffer even after it has been marked as stopped.
There is also an error in ReadAudioBufferFramesInInternalFormat() where
if it is called on a stopped sound, it'll still return audio frames.
This has also been addressed with this commit.