Age | Commit message (Collapse) | Author |
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Fix IP validator error
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was higher than 199
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This tab of the settings is already extremely bloated and the setting itself is quite useless.
With a gamelist of almost 30 games, the cache directory is smaller than 1MB for me and therefore I don't see why it needs to be configurable.
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configure_input: Modify controller connection delay
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Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
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- Now that GPU is always threaded, we can support multicore with synchronous GPU.
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Removes the unnecesary burden of maintaining separate #ifdef paths and
allows us sharing generic Vulkan code across APIs.
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The gdbstub itself was removed with https://github.com/yuzu-emu/yuzu/pull/5028.
This PR just removes the remaining gdb configuration code from the emulator and the UI.
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configure_motion_touch: Fix unescaped backslash in regex
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Disable analog joystick from buttons by default
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Since this is inside a string literal, backslashes that are part of
regex syntax have to be escaped. But that's ugly, so convert to a raw
string instead.
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InputCommon: Add multiple udp server support
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InputCommon: Implement full mouse support
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Removes all remaining usages of the global system instance. After this,
migration can begin to migrate to being constructed and managed entirely
by the various frontends.
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configure_input_player: Use the NpadStyleSet to limit the available controllers shown
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logging/settings: Increase maximum log size to 100 MB and add extended logging option
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patch_manager: Remove usages of the global system instance
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This will reduce the likelihood of an invalid controller type to be set within a game
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With this, only 19 usages of the global system instance remain within
the core library.
We're almost there.
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This is a static member function, so we don't need use an existing
instance to call this function.
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Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes.
Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
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Co-authored-by: Its-Rei <kupfel@gmail.com>
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Some games do not respond to a change in controller type if 1) The controller is not disconnected prior to being reconnected and/or 2) The controller is reconnected instantly after being disconnected.
Since it is not possible to change controllers instantly on hardware and requiring a disconnect prior to connecting a new one, we should emulate this as well with a small delay, fixing the aforementioned issue.
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A vibration device is an input device that returns an unsigned byte as status.
It represents whether the vibration device supports vibration or not.
If the status returns 1, it supports vibration. Otherwise, it does not support vibration.
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Allows for enabling and modifying vibration and vibration strength per player.
Also adds a toggle for enabling/disabling accurate vibrations.
Co-authored-by: Its-Rei <kupfel@gmail.com>
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This will be replaced in favor of per-player vibration strength modifiers.
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This allows setting the vibration strength percentage anywhere from 1% to 100%.
Also hooks up the remaining motion button and checkbox in the Controller Applet.
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RestoreDefaults() now restores the selected devices' mappings using UpdateMappingWithDefaults().
This allows us to move the keyboard mapping from RestoreDefaults() to UpdateMappingWithDefaults().
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Co-authored-by: lat9nq <lat9nq@virginia.edu>
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With this, the "Input Devices" combobox should accurately reflect the input device being used and disallows inputs from other input devices unless the input device is set to "Any".
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Rather than have directly modified global state here, we can make it an
implementation detail and have an interface that changes are queried
through.
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- In general, this is now the preferred settings for most games.
# Conflicts:
# src/yuzu/configuration/config.cpp
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This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library.
The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data.
To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library.
Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header.
Async GPU is not properly implemented at the moment.
Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
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service: time: Update current time with changes to RTC setting.
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Fix them for real this time, now they finally work.
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Makes the input_common code warnings consistent with the rest of the
codebase.
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