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Upgrade Raylib to 6.0 (#337)

* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
This commit is contained in:
Dennis Steffen 2026-05-24 08:21:12 +02:00 committed by GitHub
commit 21d83c60a9
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189 changed files with 43644 additions and 380 deletions

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@ -181,7 +181,22 @@ public unsafe struct Mesh
#endregion
#region Animation vertex data
#region Skin data for animation
/// <summary>
/// Number of bones (MAX: 256 bones)
/// </summary>
public int BoneCount;
/// <summary>
/// Vertex bone indices, up to 4 bones influence by vertex (skinning) (shader-location = 6)
/// </summary>
public byte* BoneIndices = default;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
/// </summary>
public float* BoneWeights = default;
/// <summary>
/// Animated vertex positions (after bones transformations)
@ -193,26 +208,6 @@ public unsafe struct Mesh
/// </summary>
public float* AnimNormals = default;
/// <summary>
/// Vertex bone ids, up to 4 bones influence by vertex (skinning)
/// </summary>
public byte* BoneIds = default;
/// <summary>
/// Vertex bone weight, up to 4 bones influence by vertex (skinning)
/// </summary>
public float* BoneWeights = default;
/// <summary>
/// Bones animated transformation matrices
/// </summary>
public Matrix4x4* BoneMatrices = default;
/// <summary>
/// Number of bones
/// </summary>
public int BoneCount;
#endregion
#region OpenGL identifiers
@ -223,7 +218,7 @@ public unsafe struct Mesh
public uint VaoId = default;
/// <summary>
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
/// OpenGL Vertex Buffer Objects id (default vertex data)
/// </summary>
public uint* VboId = default;
@ -263,4 +258,6 @@ public unsafe struct Mesh
public const int VboIdIndexIndices = 6;
#endregion
}