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Update raylib#12

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CrackedPixel merged 43 commits into
CrackedPixel:rgfw-updatefrom
raysan5:master
Feb 20, 2026
Merged

Update raylib#12
CrackedPixel merged 43 commits into
CrackedPixel:rgfw-updatefrom
raysan5:master

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GuvaCode and others added 30 commits February 11, 2026 19:12
added support for Delphi
Steps to reproduce:
1. play textures_fog_of_war example
2. Move player to edge of screen
3. Note the light bleeds to the other side of the screen
* Fix window scaling on Wayland with GLFW 3.4+ display scaling

GLFW 3.4 defaults GLFW_SCALE_FRAMEBUFFER to TRUE on all platforms,
causing framebuffer/window size mismatch on Wayland with display
scaling (content renders in a subset of the window, mouse coordinates
are wrong).

Three fixes:
- Disable GLFW_SCALE_FRAMEBUFFER on Wayland when FLAG_WINDOW_HIGHDPI
  is not set, restoring 1:1 window-to-framebuffer mapping
- With FLAG_WINDOW_HIGHDPI, read actual framebuffer size from GLFW
  instead of resizing the window (which double-scales on Wayland
  where GLFW_SCALE_TO_MONITOR has no effect)
- Skip mouse coordinate scaling on Wayland since GLFW already reports
  coordinates in logical (window) space

Tested on NixOS/Niri with GLFW 3.4 at 1x, 1.5x, and 2x scaling.

Fixes #5504

* Fix fullscreen and borderless windowed scaling on Wayland with HiDPI

ToggleFullscreen and ToggleBorderlessWindowed exit paths manually
scale screen size by DPI before passing to glfwSetWindowMonitor,
which double-scales on Wayland where GLFW_SCALE_FRAMEBUFFER already
handles it. Skip the manual resize on Wayland.

Also fix FramebufferSizeCallback fullscreen branch: on Wayland with
GLFW_SCALE_FRAMEBUFFER the framebuffer is still scaled in fullscreen,
so use the logical window size as screen size and derive screenScale
from the framebuffer/window ratio.

Fixes #5504

* Apply style fixes from code review: remove duplicate screenScale assignment, collapse single-statement ifs to one line, remove trailing periods from comments
- Demonstrates per-bone animation blending for smooth transitions
- Supports upper/lower body selective blending (walk + attack)
- Includes uniform blending mode for comparison
- Uses GPU skinning for performance
- Follows raylib example conventions
Kirandeep-Singh-Khehra and others added 13 commits February 19, 2026 12:57
…ing()` function (#4578)

* [rmodels] Added implementation of `UpdateModelAnimationBonesWithBlending()` function

Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>

* [rmodels] Added example for animation blending and fixed wrap issue for blend factor

Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>

* [rmodels] Updated build information for animation blending example

Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>

* [rmodels] Fixed typos in anmation blending example

Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>

* [rmodels] Updated blend function signature and added function to update verts from bones

Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>

* [rmodels] Updated documentation

Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>

* rlparser: update raylib_api.* by CI

* rlparser: update raylib_api.* by CI

---------

Signed-off-by: Kirandeep-Singh-Khehra <kirandeepsinghkhehra@gmail.com>
Co-authored-by: Ray <raysan5@gmail.com>
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
@CrackedPixel CrackedPixel merged commit 7fff975 into CrackedPixel:rgfw-update Feb 20, 2026
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8 participants