Age | Commit message (Collapse) | Author |
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Have GetActiveChannelCount return the system channels instead of host device channels
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set: add cstddef for offsetof macro
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gl_buffer_cache: Fix tfb binding typo
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renderer_vulkan: cap async presentation frame count
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android: Game Properties
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vi: fix confusion between closing and destroying layers
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channels
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Make system settings persistent across boots
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nce: implement instruction emulation for misaligned memory accesses
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Improve path splitting speed
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video_core: use interval map for page count tracking
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common: use memory holepunching when clearing memory
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service: hid: Allow to create multiple instances of shared memory
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Allows us to correctly parse update metadata
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Previously we relied on a stateflow for reloading state. Now we use an atomic boolean.
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The original implementation exposed here was fundamentally broken where it would not export or import all of your saves depending on your user profile configuration
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Unused in this PR, but will be useful later
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This commit has the UI for viewing a game's properties on long-press and some links to useful tools like
- Game info
- Shortcut to settings (global in this commit)
- Addon manager with installer
- Save data manager
- Option to clear all save data
- Option to clear shader cache
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This clears the touch_from_button_maps array before we read new data into it because this read duplicate data on a reload otherwise.
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In AbstractSetting, this removes the category, androidDefault, and valueAsString properties as they are no longer needed and have replacements. isSwitchable, global, and getValueAsString are all exposed and give better options for working with global/per-game settings.
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