| Age | Commit message (Collapse) | Author |
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game_list: Optimize game list refresh
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file_sys/errors: Clean up error code values
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Currently unclear what these do yet, will be researched at a later time when we want to implement palma.
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Rather than keeping around unused values, we can just introduce them as
needed.
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There's no real point to keeping the separate enum around, especially
given the name of the error code itself is supposed to document what the
value actually represents.
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Keeps filesystem-related error codes in one spot.
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* Fixed priority switching edge case for handheld
We accidently used controller index instead of npad id
* Moved NPadIdToIndex
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csrng: Use random integer distribution instead of raw engine
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Prevents returning the same value every single call.
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kernel/thread: Deduplicate scheduler switching code
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patch_manager: Add support for dumping uncompressed NSOs
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service/audren_u: Forward RequestUpdateAuto through the same function as RequestUpdate
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acc/profile_manager: Minor cleanup-related changes
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service/acc: Correct error case within TrySelectUserWithoutInteraction()
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empty() in this case will always return false, since the returned
container is a std::array. Instead, check if all given users are invalid
before returning the error code.
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ParseUserSaveFile()
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Avoids relying on fmt always being indirectly included.
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nfp: Correct erroneous sizeof expression within GetTagInfo()
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hid/npad: Add missing break in switch statement within Controller_NPad::OnUpdate
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service: Mark MakeFunctionString with the [[maybe_unused]] attribute.
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svc: Use proper random entropy generation algorithm
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The previous expression would copy sizeof(size_t) amount of bytes (8 on
a 64-bit platform) rather than the full 10 bytes comprising the uuid
member.
Given the source and destination types are the same, we can just use an
assignment here instead.
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RequestUpdate
Based off RE, they both currently go through the same codepath with no
difference in behavior.
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Controller_NPad::OnUpdate()
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When yuzu is compiled in release mode this function is unused, however,
when compiled in debug mode, it's used within a LOG_TRACE statement.
This prevents erroneous compilation warnings about an unused function
(that isn't actually totally unused).
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The code in both places was the same verbatim, so we can extract it to a
function to deduplicate the logic.
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kernel/process: Migrate heap-related memory management out of the process class and into the vm manager
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hle/audren_u: Implement Get/SetRenderingTimeLimit
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[ns|fsp_srv]: Implement various functions to boot Checkpoint
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These appear to be a basic getter and setter pair, so these are fairly
trivial to implement and get out of the way.
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Now that we've moved all of the heap-related stuff to the VMManager
class, we can unstub this function, as the necessary members are visible
now.
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class and into the vm manager
Avoids a breach of responsibilities in the interface and keeps the
direct code for memory management within the VMManager class.
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csrng: Add config option to set RNG seed
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Implement GetClockSnapshot, ToPosixTime & ToPosixTimeWithMyRule
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configure_system: Fix compiler warning
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Ability to switch between docked and undocked mode in-game
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Added instead of using a seperate PR to prevent conflicts
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Needed by megaman 11
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Updated npad styles on holdtype switches
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* svcBreak now dumps information from the debug buffer passed
info1 and info2 seem to somtimes hold an address to a buffer, this is usually 4 bytes or the size of the int and contains an error code. There's other circumstances where it can be something different so we hexdump these to examine them at a later date.
* Addressed comments
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Fixes input for megaman
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Started implementation of the AM message queue mainly used in state getters. Added the ability to switch docked mode whilst in game without stopping emulation. Also removed some things which shouldn't be labelled as stubs as they're implemented correctly
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