Age | Commit message (Collapse) | Author |
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This only needs to happen once per game boot, so we can just call it
during CreateGPU and be done with it, avoiding the need to call it in
the frontends.
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profile_manager: Resize any image bigger than 256p
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per_game_ui: Geometry Property Removal and Minor Rewording to the Per Game UI
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ui: fix crash when closing configure window
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tas_ui: Add a Help Link to the TAS Page on the yuzu Website, Along with Minor Grammar Changes
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Alleviates the dependency on chrono for all files that include settings.h
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remove_accident
fix_whoopsie
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This crash happens 100% of the time (on Linux at least), you just need
to open the configure window and click OK.
It seems to happen when the tabs are destroyed and once all the tabs are
destroyed, a final signal is sent with `index == -1`. So `debug_tab_tab`
doesn't exist anymore when this happens, so the crash.
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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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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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Remove Boxcat BCAT backend
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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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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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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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