Age | Commit message (Collapse) | Author |
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Color player counts in the multiplayer public lobby list
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Persist filters in multiplayer public lobby list
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Add hotkeys for multiplayer actions
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service: use const references for input raw data
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notif: rewrite for new IPC
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structured_control_flow: Add Samsung Proprietary Driver ID to Reorder Pass
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video_core: rewrite presentation for layer composition
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For RDNA-based Samsung Xclipse GPUs
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SwBlitter: Fix Pitch linear reading/writting
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service: capsrv: Migrate to new IPC
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service: hid: Fully implement touch resource
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adapt passes
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window adapt passes
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am: rewrite for multiprocess support
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internal_network: only poll for accept on blocking sockets
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SMMU: A set of different fixes.
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Small time fixes
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settings: Allow audio sink, input, and output to be set per game
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addresses.
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fix network clock to local clock on every boot. Also fix some logging strings.
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cmif_serialization: fix LargeData types
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service: hid: Implement GetPlayerLedPattern accurately
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cmif_serialization: fix out layout calculation
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After connecting to a room, the chosen filter text, "Games I Own",
"Hide Empty Rooms" and "Hide Full Rooms" values are persisted
to configuration so they are preserved across restarts.
This makes it easier to rejoin a room if you regularly play the same
game, or after a crash.
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- Full lobbies have their player count displayed in red.
- Lobbies with one slot left have their player count displayed in orange.
- Empty lobbies have their player count grayed out.
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