| Age | Commit message (Collapse) | Author |
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loop on shaders
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This reverts commit 2fe9ebaf118d690be8d0cb302529dd359d7c402b.
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This reverts commit 38a993510f64346649529b8fd2af6683bef05aa6.
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the way how global memory is handled
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from bindless texture accesses
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misc. fixes
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render support, do not delete textures with existing views created from them
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mipmaps on ASTC compressed textures
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tracking, other fixes
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Nintendo actually uses range from 1 to 12 for months (when original timezone code manage 0-11)
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* Fix ReactiveObject initial event not being propagated with boolean types.
This fix the logger configuration initial state being ignored.
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This fix keys not being loaded on the first run right after migration.
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Switch uses (#801)
* Use savedata FS commands from LibHac
* Add EnsureSaveData. Use ApplicationControlProperty struct
* Add a function to migrate to the new directory layout
* LibHac update
* Change backup structure
* Don't create UI files in the save path
* Update RyuFs paths
* Add GetProgramIndexForAccessLog
Ryujinx only runs one program at a time, so always return values reflecting that
* Load control NCA when loading from an NSP
* Skip over UI stats when exiting
* Set TitleName and TitleId in more cases. Fix TitleID naming style
* Completely comment out GUI play stats code
* rebase
* Update LibHac
* Update LibHac
* Revert UI changes
* Do migration automatically at startup
* Rename RyuFs directory to Ryujinx
* Update RyuFs text
* Store savedata paths in the GUI
* Make "Open Save Directory" work
* Use a dummy NACP in EnsureSaveData if one is not loaded
* Remove manual migration button
* Respond to feedback
* Don't read the installer config to get a version string
* Delete nuget.config
* Exclude 'sdcard' and 'bis' during migration
Co-authored-by: Thog <thog@protonmail.com>
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oops
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* opt
* Nit.
* opt_p2
* Nit.
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