cd68ac3144
Source Update & Versioning fix OBS-URL: https://build.opensuse.org/request/show/498653 OBS-URL: https://build.opensuse.org/package/show/Emulators/ppsspp?expand=0&rev=9
381 lines
16 KiB
Plaintext
381 lines
16 KiB
Plaintext
-------------------------------------------------------------------
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Sat May 27 12:51:23 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.2.0~git20170527:
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* added ps1controller mapping in gamecontrollerdb for Linux
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* Remove the Mipmap setting. One step forward for #8171
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* Remove "Always Depth Write" setting. One step forward for #8171
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* Make extra sure that asserts arrive in the Android log.
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* Show the Android "board name" in system information.
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* Don't erase and rewrite the dispatcher when the cache is cleared. Fixes #9708
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* Buildfix
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* Update README for 1.4.2
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* Strncpy doesn't terminate correctly, switch to truncate_cpy.
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* Switch strncpy to truncate_cpy in a bunch of places.
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* Buildfix, oops
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* Should probably stick to the old way here.
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* SoftGPU: Correct mipmaps for points.
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* SoftGPU: Support UVGen for points and lines.
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* SoftGPU: Stop calling bufw pixels bytes.
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* GPU: Cleanup some gstate accesses.
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* Slightly speed up booting when there are symbols to load.
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* Update to v1.4.2
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Thu May 25 08:21:25 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.1.0~git20170524:
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* SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
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* Some constification in ElfReader, sanity checks in sceKernelMutex. Might help #9718 a little bit, though probably not the Elf issue (and if the workarea pointer is bad, it's not likely the game will limp along for much longer)
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* Fix crash when pressing F12 in software mode.
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* thin3d gles: Unbind buffers after drawing. Fixes #9715
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* Use InitMemoryForGamePBP also for homebrew(PSP_PBP_DIRECTORY).
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* Throw in a few more checks in ElfReader
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* Reset (through renaming) and hide the software rendering setting on Android. Only show it if it's already enabled.
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* Typo fix, MOBILE_DEVICE
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Wed May 24 08:16:46 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.1.0~git20170524:
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* Init rtcBaseTime.tv_usec to 0
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* D3D9: Correct half-pixel offset.
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Tue May 23 17:59:44 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.1.0~git20170523:
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* Update readme for 1.4.1, which will be released soon
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* README: Add mention of framebuffer blit fix
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* Update version to 1.4.1
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Mon May 22 07:59:04 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170521:
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* Add sceKernelLoadExec_28D0D249.
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* Don't use partial-restart unless debugger is present.
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Sun May 21 14:09:37 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170521:
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* Quick hack to enable analog stick sensitivity on non-windows platforms.
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* Make sure the analog sensitivity defaults correctly on non-Windows
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* Windows: Avoid input race condition on GPU switch.
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* SoftGPU: Use vertexjit for submitted primitives.
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* SoftGPU: Fix rendering when using Direct3D 9.
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Fri May 19 11:58:12 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170519:
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* gradle: Add a "flavor dimension" to make Android Studio 3.0 happy
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* Remove unused methods
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* Minor GameInfo memory handling improvements. Still not great.
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* When what we need is a shared_ptr, we should just go ahead and use one.
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* More paranoia
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* Found a suspicious hang report that makes me think this mutex should be recursive.
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* Many reported ANRs were from homebrew installs. Make sure installs run on the background thread.
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* Prevent a deadlock between View::eventMutex_ and ScreenManager::inputMutex_ by locking here so the reverse lock order can't happen.
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* Move up Software Rendering to Rendering where it belongs. Makes it easier to turn it off if enabled by accident. Also warn if used and it runs slow.
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* Since we know from #9601 that e9d5eb694b is wrong, at least make it more specific.
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* Really no need to hold eventMutex_ while dispatching events, only when interacting with the queue. Might fix further deadlocks (see #9698)
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* Update gpu_features.cpp
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* Typo fix
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Wed May 17 18:47:08 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170517:
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* Update gpu_features.cpp
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* Update buildassets.sh
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* Update copyrelease.sh
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Wed May 17 07:43:49 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170516:
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* Update ab.cmd
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* Update gradle plugin version
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* Remove slowness warning if software renderer is enabled, it'll show on almost everything.
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* Update ab.sh
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Mon May 15 10:57:15 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170515:
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* GPU: Consistently bias const mip levels.
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* GPU: Flush on mipmap slope change.
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* SoftGPU: Multiply S/T early via SIMD.
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* SoftGPU: Improve wsum recip SIMD.
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* Fix typo in VertexDecoder
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* SoftGPU: Correct texturing for pixel centers.
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* SoftGPU: Correct rendering for pixel centers.
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* SoftGPU: Match GLES lighting better, use floats.
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* SoftGPU: Correct fog for rectangles.
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* SoftGPU: Don't wrap negative positions.
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* D3D11: Fix initialization of mipmaps.
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* GE Debugger: Fix bias display for auto mip mode.
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* SoftGPU: Fix texture vertex preview in debugger.
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* SoftGPU: Avoid rcp due to precision issues.
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* SoftGPU: Quick hack to fix scissor w/2x2 pixels.
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* SoftGPU: Implement lines in transform mode.
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* SoftGPU: Support flat shading for lines.
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* SoftGPU: Bias bottom right side of line drawing.
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* SoftGPU: Implement simple mipmapping for lines.
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* SoftGPU: Implement pretend antialias.
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* SoftGPU: Clip lines entirely outside early.
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Tue May 09 19:09:24 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170509:
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* Update lang
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Tue May 09 08:02:56 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170509:
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* x86: More optimal 4444 in vertexjit.
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* x86: Minor memory copy perf improvement.
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* x86: Minor optimization for s16 through positions.
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* SoftGPU: Apply clamp/wrap in through.
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* SoftGPU: Improve texcoord rounding.
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* SoftGPU: Refactor mask calculation and use SSE.
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* SoftGPU: Fix separate mipmap cluts.
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* SoftGPU: Process mipmaps in texturing.
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* SoftGPU: Round screencoords.
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* SoftGPU: Calculate mip level based on float bits.
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* UI: Enable some settings for software rendering.
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Sun May 07 18:16:59 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170507:
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* UnitTest: Correct vertex and jit tests.
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* GPU: Remove now-unused vertex decoder funcs.
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* arm: Jit throughmode 16-bit texcoords.
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* Work towards a clean vulkan shutdown.
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* More vulkan fixes
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* More vulkan shutdown fixes
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* Vulkan: Remove obsolete warning suppressions. Increase descriptor pool sizes.
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* Windows debug builds: Only break on Vulkan validation warnings if a debugger is attached.
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Fri May 05 18:29:35 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170505:
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* Fix to partial restarts (when switching backends), plus misc. Helps #9666
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* Oops again.. sigh
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* Windows: Initialize WindowsHost in EmuThread.
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Fri May 05 09:36:58 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170505:
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* Handle alt+tab and drop down menu when mouse is confined and game is running
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Thu May 04 07:33:00 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170504:
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* Experiment (#9647): Wipe RawInput buffers
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* Experiment (#9647): Prevent NaN values from getting into the UI system through TouchInput
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* Add a constructor to GestureDetector, to see if that fixes initialization
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* Also memset.
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Mon May 01 14:32:56 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170501:
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* Windows: Fix minor leak in disassembly UI.
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* UI: Make GPU events more consistent.
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* D3D11: Free swapchain on graphics reset.
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* Minor OCD fix;].
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* Fix "copy type" pointer cwc
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* UI: Allow choosing bgs (android)
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* Remove blank line
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* Windows: Simplify host shutdown.
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* Core: Cleanup MAC address handling.
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* UI: Fix crash on item select with hidden items.
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* System: Use a separate API for bool props.
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* Windows: Init with OpenGL 4.5 if possible.
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* SoftGPU: Implement CONTINUE prim type.
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* Arg, gcc buildfix.
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* Add some paranoid checks around touch IDs that probably won't help #9647
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* Oops
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* Fix: in some extreme case on-screen touch controls get stuck on iOS
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Fri Apr 28 07:56:49 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170427:
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* Mouse Control(Windows only for now)
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* Try on a nicer mapping workaround.
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* Polish the new workaround, seems to be nice and simple.
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* Add Tip to inform user how to use mouse control.
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* Handle more mouse buttons(middle, 4, 5)
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* Add an option to trap mouse within window/display area.
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* Fix ALT key mapping.
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Wed Apr 26 08:18:23 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170425:
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* GPU: Rebuild FBOs when they now have storage.
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* Core: Fix PPGe text drawing with missing icon.
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* GPU: Attempt recreate of FBOs if failed.
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* Core: Fix log spam in debug mode.
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* GPU: Consistently use useBufferedRendering_.
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* GPU: Centralize fb resize, move to begin of frame.
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* GPU: Fix black screen on buffered render enable.
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Mon Apr 24 15:35:55 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170424:
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* Fix postprocess shader submenu.
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Mon Apr 24 07:47:39 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170423:
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* Headless: Fix DirectX11 support on Windows.
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* Headless: Enable mipmaps.
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* GPU: Correct const mip 0 detection.
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* D3D11: Approximate AUTO/CONST mip bias.
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* D3D9: Disable mips when mip filtering disabled.
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* D3D9: Support AUTO mip bias and approximate CONST.
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* Vulkan: NULL initialize some handles.
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* GLES: Support AUTO and CONST mip bias.
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* SoftGPU: Use texture bufw in bytes.
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* SoftGPU: Rasterize triangles in chunks of 4 pixels.
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* SoftGPU: Interpolate through texturing better.
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* GLES: Avoid MIN/MAX LOD without LOD control flag.
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* SoftGPU: Grab 4 S/T coords in non-through too.
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Fri Apr 21 08:14:57 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4~git20170421:
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* Windows: Fix buffer overflow on load.
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* Headless: Fix graphics tests.
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* IR: Cleanup some invalid ops.
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Tue Apr 18 08:37:28 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170418:
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* UI: Proxy devmenu keypress through an event.
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Mon Apr 17 18:59:15 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170417:
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* Linux: add another PS3 controller GUID
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Sun Apr 16 14:37:36 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170416:
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* Vulkan: Detect swapchain init failure.
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* Add a restarting flag to NativeInit/NativeShutdown.
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* Windows: Avoid restarting completely on GPU change.
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* Core: Remove bRestartRequired config hack.
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* EditorConfig: Workaround MSVC2017 bug.
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* SoftGPU: Correct negative coord handling.
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* SoftGPU: Fix crash on matrix load.
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* SoftGPU: Force render res to 1x.
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* SoftGPU: Use common spline/bezier rendering.
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* SoftGPU: Fix indices starting after 0.
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* SoftGPU: Simplify index conversion.
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* SoftGPU: Remove old spline handling code.
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Sat Apr 15 17:09:51 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170415:
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* Remove unused parameter to DestroyAllFBOs().
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* Destroy FBOs only on actual resize.
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Sat Apr 15 00:47:52 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170414:
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* Disable pause button when not using touch. Remove per-game status from some settings which shouldn't be per-game.
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Thu Apr 13 08:54:57 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170413:
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* Update lang submodule
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* UI: Respect the pause button display setting.
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Wed Apr 12 10:01:26 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170412:
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* Windows: Fix mismatch on multitouch finger up.
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* Windows: Cleanup type conversion in touch.
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* Fix framebuffer size flopping back and forth.
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* Fix largest framebuf size in throughmode.
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Tue Apr 11 12:50:41 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170411:
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* Fix issues with software GPU on D3D11
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Mon Apr 10 19:07:51 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170410:
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* Update lang
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* Track flags to reduce unnecessary VRAM zeroing.
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* Cleanup 16-bit VRAM clearing.
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* Skip downloads of cleared VRAM.
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* Linux: Added support for Hidromancer gamepad device driver
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Sun Apr 09 11:59:20 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.0~git20170409:
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* Windows: Make the window positioning code slightly saner and more straightforward.
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* Switch back to using CXSCREEN/CYSCREEN for centering instead of the virtual screen.
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* Typo fix
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* When not resetting Y position, clamp Y to 0 early. See #9563
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* When resetting Y, make sure we don't end up outside the screen. See #9563
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* SaveState: Correct crash on rewind usage.
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Fri Apr 07 08:36:15 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.20170407:
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* Fix out-of-bounds framebuffer blit on color bind.
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* QtMain: Renamed mis-named variable assets_dir to external_dir
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* Use the root of the memstick as a tempdir for downloads. Should help #8711
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Thu Apr 06 16:22:05 UTC 2017 - pousaduarte@gmail.com
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- Update to version 1.4.20170406:
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* Further fixes to #9554
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* Make the gesture detector treat all touches fully individually. Fixes issues with last commit.
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* Windows: Fix check state after menu translate.
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* Allow using any touchId to scroll. Should help #9554.
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* Restore calls to UpdateUI from sceUmd, now that it's faster.
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* Fix XInput polling in UWP apps. Should help #9555
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* Touch on Windows Desktop: Apply the DPI scale *after* ScreenToClient.
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* Minor cleanup with GOLD define - only use it in System_GetPropertyInt
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* Operator precedence fix in ifdef
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* Remove unused code
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* Make scroll gesture detector compatible with other touches than #0. Should help #9554.
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* Remove unnecessary disable-buildtime-git-version-creation.patch
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Mon Sep 26 14:54 UTC 2016 - pousaduarte@gmail.com
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- Update to latest git snapshot
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* use qt build
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