| Age | Commit message (Collapse) | Author |
|
|
|
docs: Add HTML documentation generator and improve documentation
|
|
- Add html_docs/ directory with Python-based documentation generator
- Include custom CSS styling for modern, clean documentation layout
- Update README.md with improved formatting and documentation links
- Enhance markdown documentation across all docs/ files:
- Improve API documentation with better code examples
- Refactor DOCUMENTATION_INDEX.md for clearer navigation
- Update EMBEDDING.md, CUSTOMIZATION.md, and other guides
- Standardize formatting and improve readability throughout
- Fix inconsistent line endings and formatting issues
The HTML documentation generator creates a styled, browsable version
of the project documentation for easier reading and navigation.
|
|
Fix font antialiasing and improve UX
|
|
Added comprehensive documentation for implementing Zelda-style
dialog systems using the GameState push/pop stack pattern.
Includes:
- Complete working dialog state example with text animation
- Integration guide for game states
- Character portraits and name box support
- Post-dialog callback handling via resume()
- Visual diagrams of state stack behavior
- Best practices for when to use push/pop vs flags
This pattern allows developers to create professional dialog systems
with proper input control and clean state management.
|
|
Removed the WindowShouldClose() check from the splash screen loop
to prevent users from closing the splash screens prematurely.
Previously, users could press ESC or click the X button during
splash screens, which would skip to the game but create confusion
since it didn't actually exit the application. Now splash screens
play through completely for a consistent user experience.
Developers can still skip splashes using the --no-logo flag.
|
|
All pixel fonts and TTF fonts loaded through RL.LoadFont(),
RL.LoadFontEx(), RL.LoadFontFromImage(), and RL.LoadFontFromMemory()
now use TEXTURE_FILTER_POINT instead of the default bilinear filtering.
This ensures crisp, pixel-perfect rendering without blurring for
pixel art fonts and maintains consistency across all font loading
methods in the game engine.
|
|
(Most of the code is Copilot Generated LOL)
|
|
Use Oleaguid as default font
|
|
|
|
Update font attribution with correct CC BY 3.0 license
|
|
|
|
Add Zed editor configuration sample
|
|
- Added zed.sample.settings.json with complete LSP configuration for Lua
- Updated ZED_EDITOR_SETUP.md to reference the sample configuration file
- Includes proper Lua 5.4 runtime settings and ReiLua globals
- Configured diagnostics and inlay hints for better developer experience
|
|
Fix documentation errors in README
|
|
- Corrected author name for Raylib (Ray instead of Ramon)
- Updated ReiLua repository link to point to correct source
|
|
docs: fix README formatting and improve documentation
|
|
- Fix markdown formatting issues and inconsistencies
- Correct code block syntax and indentation
- Improve build instructions with clearer steps
- Update API documentation examples for better readability
- Fix typos and grammatical errors
- Add missing documentation for recent features
|
|
chore: fix build scripts and update project organization
|
|
- Update all build scripts (.sh and .bat) to automatically create build directory if it doesn't exist
- Fix 'can't cd to build' error that occurred when build directory was missing
- Update .gitignore to exclude build artifacts and IDE files
- Add proper navigation to project root in build_dev.bat for consistency
|
|
|
|
Added asset embedding support + docs cleanup
|
|
|
|
|
|
|
|
Added:
- build_dev.bat / build_dev.sh - Development build scripts
- build_release.bat / build_release.sh - Release build scripts with embedding
- icon.ico - Default Windows icon for executable
- resources.rc - Windows resource file for icon and exe metadata
- BUILD_SCRIPTS.md - Complete documentation for build scripts
Features:
- Automated development builds (no embedding, fast iteration)
- Automated release builds (with Lua and asset embedding)
- Interactive verification and cleanup
- Custom icon and version info in Windows executables
- Cross-platform scripts (Windows .bat and Unix .sh)
- Safety checks and helpful messages
The build scripts provide one-command building for both development
and release workflows, with clear instructions and progress feedback.
|
|
|
|
- Move window initialization and font loading to stateInit()
- Window now opens before splash screens (required for rendering)
- Custom font loaded in stateInit for splash screen use
- Remove RL.config() call from luaCallMain() (window already initialized)
- Remove stateContextInit() call (initialization now done in stateInit)
- Add hasWindow, customFontLoaded, resolution fields to State
- Fix memory management for custom font in stateFree()
This matches the ReiLua-JamVersion architecture where the window
is opened early so splash screens can render properly.
|
|
Features added:
- Embedded main.lua and Lua files support (EMBED_MAIN option)
- Embedded assets support (EMBED_ASSETS option)
- Splash screens with dual logo display (always embedded)
- Asset loading progress tracking API (BeginAssetLoading, UpdateAssetLoading, EndAssetLoading)
- Custom font embedding for splash/loading screens
- --log flag for Windows console control
- --no-logo flag to skip splash screens in development
- Python scripts for embedding (embed_lua.py, embed_assets.py, embed_logo.py, embed_font.py)
- Documentation (EMBEDDING.md, ASSET_LOADING.md, SPLASH_SCREENS.md)
This allows building single-executable releases with all Lua code and assets embedded.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
garbage collection.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|