* Verify shaders are valid
* Verify images are valid
* Verify models are valid
* Verify materials are valid
* Verify textures are valid
* Verify render textures are valid
* Verify waves are valid
* Verify sounds are valid
* Verify music is valid
* Verify audio streams are valid
* Verify fonts are valid
* Update examples to handle error unions
* Updated getGamepadAxisMovement to take enum and cast return to f32
* Updated raylib-ext.zig GetGamepadAxisMovement to take enum
* modified generate_functions.py to make changes instead
Add missing veoId and vboId fields to the Mesh struct. This fixes
some crashes when meshes are being manipulated on the Zig side, for
example when genMesh* functions are used.
* fix zig fetch command in README
All URLs within build.zig.zon files must point to archives that never
change. However, the zig fetch command in the README.md adds a URL
that points to the `devel` git branch whose content changes whenever
the `devel` branch is updated.
I've updated the README a url that zig will resolve to a SHA before it
writes it to the zon file.
* Update template scripts
---------
Co-authored-by: Not-Nik <nik.wipper@gmx.de>
I am unsure what the point of this file is, so maybe I should not be
removing it. But the comment says to try removing it to see if things
work fine, and things work fine on my machine when I remove it.
I tested 3 or 4 of the builtin examples using commands like this:
zig build raw_stream -Dtarget=wasm32-emscripten --sysroot ~/.emscripten_cache/sysroot
(see also #134; my sysroot setup is a bit weird. but I don't think
that would affect this at all)
create resources folder during project_setup, and link with emscripten
--embed-file complained b/c the directory was empty, so I added
resources/placeholder.txt
I tested project_setup.sh (but not project_setup.ps1) -- the emscripten
build works
also, s/std.builtin.Mode/std.builtin.OptimizeMode
(std.builtin.Mode's source says: "///Deprecated; use OptimizeMode.")