Commit Graph

19686 Commits

Author SHA1 Message Date
sum2012
1df833cc16 Small fix and change log format 2016-02-21 13:18:03 +08:00
sum2012
5894e8f18f Add save status support 2016-02-21 07:33:06 +08:00
sum2012
29f24a600e Add sceNetIfhandle staff
Used in Yu-Gi-Oh 5Ds Tag Force 4
2016-02-13 20:27:07 +08:00
Henrik Rydgard
e1ebc12d7f Improve reliability of "menu background music". Fix issue with mixed navigation mentioned in #8565 2016-02-13 10:55:29 +01:00
Henrik Rydgård
199ce4ef9e Merge pull request #8581 from sum2012/ant-build
Add ant build script for Android in windows
2016-02-12 23:48:43 +01:00
sum2012
39d3147c9b Update to build all ABIs by default 2016-02-13 06:42:47 +08:00
sum2012
8e82a698ff Add ant build script for windows 2016-02-13 05:03:16 +08:00
Henrik Rydgård
bc1ed6e01f Merge pull request #8579 from unknownbrackets/gpu-memcpy
Correct buffer size for offset download
2016-02-12 09:31:11 +01:00
Unknown W. Brackets
5894431fa0 Correct buffer size for offset download.
We need h, not h - y.  Should be #7819.
2016-02-11 22:30:44 -08:00
Henrik Rydgard
5bfeafc037 PackFramebufferSync_: Check for bad parameters that could cause crash
My theory for the #7819 crash
2016-02-11 22:10:54 +01:00
Henrik Rydgård
042bfe6d83 Merge pull request #8577 from unknownbrackets/slow-effects
Consider depth blitting a slow framebuffer effect
2016-02-11 09:24:34 +01:00
Unknown W. Brackets
8bea240c25 Atrac: Specify endianness for reset info. 2016-02-10 21:02:41 -08:00
Unknown W. Brackets
271829c991 Consider depth blitting a slow framebuffer effect. 2016-02-10 21:02:19 -08:00
Unknown W. Brackets
9a17291e8f Merge pull request #8575 from zhykzhykzhyk/keymap
Add NKCODE_GRAVE(`) translation for Qt & SDL.
2016-02-10 11:24:41 -08:00
zhyk
3407bd34d2 Add NKCODE_GRAVE(`) translation for Qt & SDL. 2016-02-11 00:54:03 +08:00
Henrik Rydgård
87e96f0fd7 Merge pull request #8574 from zhykzhykzhyk/qtres
Fix resolution issue in Qt on retina display.
2016-02-10 17:32:41 +01:00
Henrik Rydgård
3f0f6423d9 Merge pull request #8572 from zhykzhykzhyk/master
Fix Qt building on MacOS X 10.10 and later.
2016-02-10 17:32:25 +01:00
Henrik Rydgård
8c36ae0856 Merge pull request #8573 from zhykzhykzhyk/qtaudio
Fix audio lag in Qt without SDL.
2016-02-10 17:32:05 +01:00
zhyk
90895bfcbd Fix resolution issue in Qt on retina display.
Resolves #7729.
2016-02-11 00:26:11 +08:00
zhyk
4aa92e9e0e Add comment 2016-02-11 00:01:09 +08:00
Henrik Rydgard
a258bcfd3f Typo fix. See #8569 2016-02-10 16:48:25 +01:00
zhyk
2151327999 Fix Qt building on MacOS X 10.10 and later. 2016-02-10 23:36:41 +08:00
zhyk
fa6fe85dc3 Fix audio lag in Qt without SDL. 2016-02-10 23:34:38 +08:00
Henrik Rydgard
d60f5ba285 Fix minor memory leak in JIT block cache 2016-02-10 15:43:36 +01:00
Henrik Rydgard
35b6c7341b Fix a bunch of memory leaks, after enabling file+line-number memory leak tracking for the MS Debug CRT.
Few of these were serious, most were on-exit, but good to have a cleaner memory report after running.
2016-02-10 15:36:10 +01:00
Henrik Rydgård
33b85934cc Merge pull request #8571 from zhykzhykzhyk/master
[Qt] Move definition out from header
2016-02-10 15:35:58 +01:00
zhyk
f43df73ac4 revert unintended reformat 2016-02-10 22:18:57 +08:00
zhyk
462aa5491a move definition out from header 2016-02-10 19:37:47 +08:00
Henrik Rydgård
e72bdb07c3 When failing to load characters, make sure to initialize voffset so it doesn't get written out as NaN. Pretty sure this will fix #8569 2016-02-10 11:48:54 +01:00
Henrik Rydgård
71f63f9c3e Merge pull request #8562 from unknownbrackets/ui-tweaks
UI: Keep focus on game after displaying details
2016-02-08 09:36:42 +01:00
Henrik Rydgård
335b695be9 Merge pull request #8561 from unknownbrackets/android-minor
Fix resume on Android
2016-02-08 09:36:20 +01:00
Unknown W. Brackets
8b51bc5b0b Fix debugging and depth packing with old depth.
Which means, OpenGL in general right now.
2016-02-07 22:42:47 -08:00
Unknown W. Brackets
862e6fffd5 UI: Keep focus on game after displaying details.
Fixes #8539.
2016-02-07 17:15:19 -08:00
Unknown W. Brackets
71e41d4adb Android: Restart the render loop on wake. 2016-02-07 16:33:14 -08:00
Unknown W. Brackets
f1afb50fd1 Shutdown EGL properly when quitting render loop. 2016-02-07 16:30:40 -08:00
Henrik Rydgard
4a38a414f7 Update lang submodule 2016-02-07 22:30:46 +01:00
Henrik Rydgard
ccb9e15fd0 Minor correction to README.md 2016-02-07 22:25:29 +01:00
Henrik Rydgård
5f80b41fb8 Merge pull request #8466 from hrydgard/update-readme-1.2.0
Update the README for 1.2.0
2016-02-07 14:40:30 +01:00
Henrik Rydgard
8f4631941a More features in 1.2.0. Split out pre-1.0.0 history to history.md 2016-02-07 13:07:56 +01:00
Henrik Rydgard
60b78237fc Add another fix 2016-02-07 13:05:50 +01:00
Henrik Rydgard
2b8b8f582d More README 1.2.0 updates 2016-02-07 13:05:50 +01:00
Henrik Rydgard
1e95bdcd7b Add a bunch of new features and fixes to the README for 1.2.0 2016-02-07 13:05:49 +01:00
Henrik Rydgård
6accac3b33 Merge pull request #8556 from unknownbrackets/diskcache
Correct recovery of locked disk cache files
2016-02-07 11:42:57 +01:00
Henrik Rydgård
eb72f16701 Merge pull request #8559 from unknownbrackets/savestate
Limit savestate screenshots to top left of screen
2016-02-07 11:42:37 +01:00
Henrik Rydgård
329d58e3db Merge pull request #8557 from unknownbrackets/hle-minor
Handle floats and sign extension in HLE logs
2016-02-07 11:42:29 +01:00
Henrik Rydgård
8a943f940e Merge pull request #8558 from unknownbrackets/depth-backwards
Revert OpenGL to old-style depth handling
2016-02-07 11:41:36 +01:00
Unknown W. Brackets
76ed1e10c4 Limit savestate screenshots to top left of screen.
Sometimes framebuffers have extra stuff outside, we don't need that in the
screenshot.  Fixes #8552.
2016-02-07 00:04:12 -08:00
Unknown W. Brackets
eab0278af4 Fallback to per-vertex depth rounding on GLES2.
Instead of not-working 24->16 now that it's disabled.
2016-02-06 20:42:01 -08:00
Unknown W. Brackets
0e85225e29 Bring back the depth range hack. 2016-02-06 20:28:45 -08:00
Unknown W. Brackets
f1c06d25ea Switch to old-style depth in OpenGL.
Some devices really aren't handling the new method well.  There seem to be
accuracy problems when specifying the values to OpenGL.
2016-02-06 20:21:14 -08:00