| Age | Commit message (Collapse) | Author |
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Allows it to be a forward declaration in other header files.
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Check "Hide mouse on inactivity" by default
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yuzu: Use make_unique instead of operator new for constructing ui
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* main: Slightly refactor NCA entry installation in InstallNCA
Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
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* better_description
* Revert "better_description"
This reverts commit 3a152a6ba6f2d6e02530b69a8194e4db302c8acd.
* better_nvdec_wording
* best_performance
* update_word_stuff
* another_update
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yuzu qt: Remove global system instances
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main: Add option to reset window size to 900p
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Update configure_tas.ui
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- configure_input_player_widget.cpp: always better to use `const auto &`
whenever possible
- profiler.cpp: `ev->pos()` is deprecated, replace with
`ev->position()`, which returns floats, thus the addition of
`.toPoint()` (same as what's happening in `pos()`)
- game_list.cpp: `QString::SplitBehavior` is deprecate, use `Qt::`
namespace instead
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Remove the geometry property again(7045) after 7090 re-added.
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(Minor Change) Hint (?) Button Removal and Spacing Change to the TAS Window
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main: Don't add an extra separator when the title version is absent
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Remove Boxcat BCAT backend
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applets: Use subdirectory of main data directory for QtWebEngine storage
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Some titles, such as homebrew, do not have any version string. Because
yuzu hard codes the title bar string assuming a version string is
preset, booting homebrew causes yuzu to add an extra separator with no
content between.
This uses a lambda expression to prevent that from happening.
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Previously, the dialog buttons would be floating in-place when the dialog is stretched downwards.
This change ensures that the dialog buttons always stay at the bottom of the window.
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Hide XInput bypass on non-Windows OSes
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Debug Config Ui: Clean-up and nits
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Previously, an unrelated directory was used for this. Keep everything together for consistency.
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Remove redundent label, rearange checkboxs to keep same 3 per column layout, remove unneeded properties.
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Numerize names, remove unneeded properties and spacer.
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Text looked cramped on my pc (Ubuntu 21.04). Re-flowed text as well for nicer read.
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To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.
First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.
Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
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During script playback/recording, the user has to see what happens currently. For that, a new label has been added to the bottom-left corner, always displaying the current state of the TASing system.
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First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit.
Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
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The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called.
The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate.
Co-authored-by: Naii-the-Baf <sfabian200@gmail.com>
Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
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