| 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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