| Age | Commit message (Collapse) | Author |
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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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* Make HLE disposable safely
This fix the oldest issue with the HLE code: the kernel side
disposability.
Changelog:
- Implement KProcess::UnpauseAndTerminateAllThreadsExcept, KThread::Terminate, KThread::TerminateCurrentProcess, KThread::PrepareForTermiation and the svc post handler accurately.
- Implement svcTerminateProcess and svcExitProcess. (both untested)
- Fix KHandleTable::Destroy not decrementing refcount of all objects stored in the table.
- Spawn a custom KProcess with the maximum priority to terminate every guest KProcess. (terminating kernel emulation safely)
- General system stability improvements to enhance the user's experience.
* Fix a typo in a comment in KProcess.cs
* Address gdk's comments
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* Fix remap ioctl map offset
* Correct offset type
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This add some code to handle usage of poll without any fds.
This is required by Dark Souls Remastered main loop logic as it's
calling it without any fds during initialization.
===
General system stability improvements to enhance the user's experience.
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* Add context menu to the game table
* Minor bugfix and cleanup
* add ability to create directory if it doesn't exist
* nit
* dont show menu when right-clicking nothing
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The configuration system was quite fragile and too dependent on everything, this fix #812 .
The changes:
The file configuration is now entirely independent from the internal configuration state.
The file configuration is versioned (current version is 1).
Every configuration elements are now reactive properties that the emulator can register on to handle initialization and configuration changes.
The configuration system is now in Ryujinx.Common to be accessible on every projects.
Discord integration is now independent from the UI and can be reloaded.
The primary controller is now configurable at runtime (NOTE: the UI currently doesn't have any options to configure real controller).
The logger is entirely reloadable.
You can now hotplug your controller when the emulator is running.
The logger now takes name for every LogTarget to make them removable at runtime.
The logger now always add the default "console" target to avoid loosing early init logs.
The configuration system now generates a default file configuration if it's missing or too new.
General system stability improvements to enhance the user's experience
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* Fix ILogger type and size decoding
The type and size are custom encoded integer not byte.
This fix issues on games that send messages longer than 127 characters.
* Address gdk's comments
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* cpu-misc_opt
* B = ~b
* ;
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