| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2020-12-06 | hle: kernel: process: Add schedule count tracking, to be used for yield impl. | bunnei | |
| 2020-12-06 | hle: kernel: svc: Remove unnecessary hack in svcSleep. | bunnei | |
| 2020-12-06 | common: Port KPriorityQueue from Mesosphere. | bunnei | |
| 2020-12-06 | hle: kernel: Port KAffinityMask from Mesosphere. | bunnei | |
| 2020-12-03 | Merge pull request #4996 from bunnei/use-4jits | bunnei | |
| Kernel: Refactor to use 4-instances of Dynarmic & various cleanups and improvements | |||
| 2020-12-02 | Merge pull request #5000 from lioncash/audio-error | bunnei | |
| audio_core: Make shadowing and unused parameters errors | |||
| 2020-12-03 | audio_core: Make shadowing and unused parameters errors | Lioncash | |
| Moves the audio code closer to enabling warnings as errors in general. | |||
| 2020-11-29 | kernel: scheduler: Minor cleanup to remove duplicated code. | bunnei | |
| 2020-11-29 | kernel: time_manager: Protect access with a mutex. | bunnei | |
| 2020-11-29 | hle: kernel: thread: Remove unused "Running" state. | bunnei | |
| 2020-11-29 | core: arm: Implement InvalidateCacheRange for CPU cache invalidation. | bunnei | |
| 2020-11-29 | hle: kernel: time_manager: Avoid a crash on process exit. | bunnei | |
| 2020-11-29 | hle: kernel: AddressArbiter: Remove unused code. | bunnei | |
| 2020-11-29 | hle: kernel: SynchronizationObject: Use atomic_bool for is_signaled. | bunnei | |
| 2020-11-29 | common: fiber: Use boost::context instead of native fibers on Windows. | bunnei | |
| 2020-11-29 | hle: kernel: multicore: Replace n-JITs impl. with 4 JITs. | bunnei | |
| 2020-11-28 | Merge pull request #4998 from Morph1984/bioshock-patch | bunnei | |
| hid: Check if applet_resource exists in InitializeVibrationDevice | |||
| 2020-11-28 | Add missing types to NpadCommunicationMode | german | |
| 2020-11-28 | Merge pull request #5021 from german77/StubCommunicationMode | bunnei | |
| HID: Stub set and get NpadCommunicationMode | |||
| 2020-11-27 | savedata_factory: Eliminate usage of the global system instance | Lioncash | |
| Now there's only two meaningful instances left in core. | |||
| 2020-11-26 | Stub set and get NpadCommunicationMode | german | |
| 2020-11-26 | service: Eliminate usages of the global system instance | Lioncash | |
| Completely removes all usages of the global system instance within the services code by passing in the using system instance to the services. | |||
| 2020-11-26 | Merge pull request #4975 from comex/invalid-syncpoint-id | bunnei | |
| nvdrv, video_core: Don't index out of bounds when given invalid syncpoint ID | |||
| 2020-11-25 | Merge pull request #4981 from ogniK5377/ioctl-ctrl | bunnei | |
| nvservices: Reintroducee IoctlCtrl | |||
| 2020-11-25 | hid: Check if applet_resource exists in InitializeVibrationDevice | Morph | |
| 2020-11-24 | service: am: Implement ExecuteProgram and required stubs. | bunnei | |
| - This is used by Super Mario 3D All-Stars. | |||
| 2020-11-24 | hle: services: Fix a crash with improper NVFlinger lifetime management. (#4977) | bunnei | |
| * hle: services: Fix a crash with improper NVFlinger lifetime management. - This crash would happen when attempting to shutdown yuzu early on in boot. | |||
| 2020-11-24 | nvdrv, video_core: Don't index out of bounds when given invalid syncpoint ID | comex | |
| - Use .at() instead of raw indexing when dealing with untrusted indices. - For the special case of WaitFence with syncpoint id UINT32_MAX, instead of crashing, log an error and ignore. This is what I get when running Super Mario Maker 2. | |||
| 2020-11-24 | Merge pull request #4972 from lioncash/unused4 | Rodrigo Locatti | |
| svc: Remove unnecessary [[maybe_unused]] tag | |||
| 2020-11-24 | nvservices: Reintroducee IoctlCtrl | Chloe Marcec | |
| Fixes regression caused by #4907 which caused games like Breath of the Wild 1.0.0 not to boot. | |||
| 2020-11-23 | svc: Remove unnecessary [[maybe_unused]] tag | Lioncash | |
| The parameter is used in this function, so this suppression isn't necessary. | |||
| 2020-11-21 | Merge pull request #4944 from lioncash/system-rem | bunnei | |
| patch_manager: Remove usages of the global system instance | |||
| 2020-11-20 | Merge pull request #4907 from ogniK5377/nvdrv-cleanup | bunnei | |
| core: Make nvservices more standardized | |||
| 2020-11-20 | olsc: Move member initialization to after member functions. | bunnei | |
| 2020-11-19 | hle: service: Stub OLSC Initialize and SetSaveDataBackupSettingEnabled ↵ | bunnei | |
| functions. - Used by Animal Cross: New Horizons v1.6.0 update, minimal stub gets this update working. | |||
| 2020-11-18 | patch_manager: Remove usages of the global system instance | Lioncash | |
| With this, only 19 usages of the global system instance remain within the core library. We're almost there. | |||
| 2020-11-15 | hid: Reimplement Begin/EndPermitVibrationSession | Morph | |
| Upon further investigation, these commands allow temporary vibrations even when the "Controller Vibration" system setting is disabled. As a result, vibrations are allowed when either the system setting or this flag is set to true. Therefore, we can only block vibrations when both flags are set to false. | |||
| 2020-11-15 | controllers/npad: Load input devices on init | Morph | |
| 2020-11-15 | general: Fix compiler warnings on linux and miscellaneous changes | Morph | |
| 2020-11-15 | controllers/npad: Remove the old vibration filter | Morph | |
| Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false. | |||
| 2020-11-15 | hid: Implement InitializeVibrationDevice and IsVibrationDeviceMounted | Morph | |
| 2020-11-15 | input_common: Add VibrationDevice and VibrationDeviceFactory | Morph | |
| A vibration device is an input device that returns an unsigned byte as status. It represents whether the vibration device supports vibration or not. If the status returns 1, it supports vibration. Otherwise, it does not support vibration. | |||
| 2020-11-15 | configure_input: Add per-player vibration | Morph | |
| Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by: Its-Rei <kupfel@gmail.com> | |||
| 2020-11-15 | settings: Remove global vibration strength modifier | Morph | |
| This will be replaced in favor of per-player vibration strength modifiers. | |||
| 2020-11-15 | hid: Mark Begin/EndPermitVibrationSession as stubs | Morph | |
| The implementation of these commands seem incomplete and causes rumble in Super Mario Party to stop working since only EndPermitVibrationSession is called. Thus, these are better off being marked as a stub until this can be investigated more thoroughly. | |||
| 2020-11-15 | controllers/npad: Send an empty vibration on destruction/deactivation | Morph | |
| This stops all controllers from continuously vibrating when emulation is stopped. | |||
| 2020-11-15 | hid: Stub IsVibrationDeviceMounted | Morph | |
| - Used in Super Mario Odyssey | |||
| 2020-11-15 | controllers/npad: Add heuristics to reduce rumble state changes | Morph | |
| Sending too many state changes in a short period of time can cause massive performance issues. As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible. | |||
| 2020-11-15 | configure_input: Hook up the vibration percentage spinbox | Morph | |
| This allows setting the vibration strength percentage anywhere from 1% to 100%. Also hooks up the remaining motion button and checkbox in the Controller Applet. | |||
| 2020-11-15 | controllers/npad: Stop games from vibrating incorrect controllers | Morph | |
| Fixes vibration in 1-2 Switch and potentially other games where they would vibrate both players' joycons at the same time. | |||
