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