The EE/IOP and VUs panels were disabled completely when presets are enabled,
which apparently also means disabling (graying out) the static texts, however,
re-enabling them (when disabling presets) didn't un-gray-out the static text.
This is likely a wxWidgets bug, but we can avoid it by just enabling/disabling
all items explicitly (and keeping the panels themselves always enabled).
For these panels, this means adding explicit enable/disable of the he EE-cache
checkbox and the Restore-Defaults buttons.
The issue doesn't seem to happen on other panels (though some earlier revisions
apparently also had this issue for the static text at the game fixes panel, but
apparently it's not an issue now).
Use close() instead of some dodgy read unblocking and thread cancelling
sequence - it fixes a race condition when closing PCSX2.
Move most of the setup/cleanup into LinuxPipeThread. In addition to
simplifying things, it should also mean that no messages to
stdout/stderr are lost - in the previous code there was a small period
of time where messages would disappear.
Patches for 7 games have been added including default settings
modifications for Disney's Treasure Planet to prevent few issues.
Thanks to Prafull for the patches !
No one knows how any games even started in the broken state and we prefer code being sane('ish) over one game miraculously working. The change is pretty big so it needs some good testing!
Old link leads to a page offering to upgrade/download Windows 10. It has
now been fixed so that it takes you to a working DirectX June 2010
Redist page.
Both the Linux and Windows config dialogs now have a TV Shaders combobox,
so the F7 toggle can be made temporary. This makes the hotkey behaviour
consistent with all the other hotkeys.
Build with gcc-5 (whatever the ubuntu toolchain ppa uses - currently
gcc-5.2), gcc-4.9 and clang-3.7.
Instead of adding everything into the yml file, I've split off most of
the work into a separate shell script. It's easier to maintain and
extend that way, and Travis CI also recommends to do it this way.
Enforce CRLF line endings so Windows users can actually edit using
notepad.
Build buildbot.xml ReleaseAll target with both VS2013 and VS2015.
Create 7zipped build similar to what the buildbot makes.
Technically it did work, but it was undefined behaviour. Use __cpuidex,
which allows setting ecx as well.
Also fix the _xgetbv intrinsic - I have no idea how PCSX2 even
compiled on Windows.