update raylib to 5.5#1
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* add audio_amp_envelope example * Change 1.0f to env->sustainLevel in case the user release the spacebar before attack state done
…lib code conventions #5713
* fix drm with rlsw * fix window resizing with sdl * fix window resizing with win32
After RGFW update to 2.0.0-dev in fbd83ca, RGFW_window_setIcon api has changed -- not it takes pixel format enum instead of number of channels. On raylib side it was still passing 4 (number of channels in rgba) which is enum value for BGRA8. Instead we have to pass 2 now (RGFW_formatRGBA8 = 2).
#5720 (comment) In this comment, it was pointed out that LibraryConfigurations.cmake still tries to find and link egl, gbm, and glesv2, even when using the software renderer is it not necessary. This patch addresses that.
Dart binding for Raylib: support hooks
* update rgfw + platform v1 * added drop events * updates
* Fix FileCopy result * fix code style
Let's see if it breaks on some other platform...
Remove ambiguous footnote that would be better suited for the commit log.
Update supported version for Jai to 6.0
This reverts commit b00e465.
The RL_MAX_MATRIX_STACK_SIZE check logged an error but did not return, so RLGL.State.stack[stackCounter] = *currentMatrix still executed when the stack was full -- writing one element past stack[RL_MAX_MATRIX_STACK_SIZE] and corrupting the adjacent RLGL.State members (stackCounter, etc.). rlPopMatrix() already guards the symmetric underflow case; add the missing early return. Co-authored-by: Brandon Arrendondo <brandon.arrendondo@bissell.com>
The MAX_TEXT_BUFFER_LENGTH guard present in TextReplace()/TextInsert() was missing here, so the three strncpy() calls could write past the 1024-byte static buffer for long inputs. Add the same length check before copying. Co-authored-by: Brandon Arrendondo <brandon.arrendondo@bissell.com>
…mepadName() (#5937) * [rcore] Bounds-check gamepad index in GetGamepadAxisCount() and GetGamepadName() Both public getters indexed CORE.Input.Gamepad.axisCount[gamepad] / .name[gamepad] with an unvalidated gamepad argument -- an out-of-bounds read for gamepad < 0 or gamepad >= MAX_GAMEPADS. Every sibling gamepad accessor (IsGamepadAvailable, IsGamepadButton*, GetGamepadAxisMovement) already guards the index; add the same check, returning a safe default (0 / NULL). * Refactor GetGamepadName/GetGamepadAxisCount to single-return pattern --------- Co-authored-by: Brandon Arrendondo <brandon.arrendondo@bissell.com>
…5938) Commit 3edfe19 added a `gamepad >= 0` lower-bound check to GetGamepadAxisCount() and GetGamepadName(), but six sibling functions were left with only the upper-bound check (`gamepad < MAX_GAMEPADS`). A negative signed int passes that check and triggers out-of-bounds access on CORE.Input.Gamepad.ready[gamepad] and related arrays (UB in C). Apply the same `(gamepad >= 0) &&` guard added in 3edfe19 to: - IsGamepadAvailable - IsGamepadButtonPressed - IsGamepadButtonDown - IsGamepadButtonReleased - IsGamepadButtonUp - GetGamepadAxisMovement
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