DX12 would often crash when starting and stopping the emulation many times, due to the device enumerator failing for some reason. Checking for success fixes it.
I've received a report from an Android user with a gamepad (a "BSP-D3")
where one physical trigger is controlling two analog axes at the same
time. This was causing RemoveSpuriousTriggerCombinations to delete both
axes, which is clearly not a desireable outcome.
With this change, now the axis with the greatest smoothness is kept,
or both in case they have the same smoothness.
Since the ThemeProvider interface changed `fun getThemeId()` to `var themeId`, I had to adjust how it was used in the EmulationActivity. Similar case for `fun getConfiguredControllerType()`.
Adds features to improve navigation of Skylanders portal menu, includes:
-List of Skylanders and filters for searching
-Improved buttons for faster loading options
-Added default user folder for storing .sky files
Somewhere in the process of getting the memory peeking right for achievements, the AchievementManager call to DoFrame went missing. This restores it properly.
AchievementSettingsWidget is a dialog widget in AchievementsWindow for handling RetroAchievements settings in the user interface. This class contains the physical layout, widget connections, load/save functions and button responses. AchievementsWindow now has a tabbed list that this is inserted into; other tabs will be in a later pull request.
AchievementsWindow is the dialog box that will eventually contain the settings and progress data for RetroAchievements on Dolphin. This adds the barebones dialog, and connects it to MainWindow's MenuBar.
Enable through command line options:
-C Graphics.Settings.TexturePNGCompressionLevel=[0-9]
Or from GFX.ini:
[Settings]
TexturePNGCompressionLevel=[0-9]
@see #10792
Accessing any of the submenus "Buttons", "Motion Simulation" or
"Motion Input" for Wii Remotes 2-4 would actually lead to the
corresponding submenu for Wii Remote 1.
Fixing a bug with the RetroAchievements integration where certain combinations of configurations would result in a malformed API request and an attempt to dereference the null response.
AMD Metal drivers have a goofy bug where the bbox buffer stops being coherent with the cpu if you copy to it from a private (gpu) buffer and don't do anything else with it in that command buffer.
Adds two new hotkeys to open the menus for emulated USB devices- Skylanders Portal of Power and the Infinity Base. (Hotkeys only active when game is running).
Portal menu: Default is <Ctrl+P>.
Infinity base: Default is <Ctrl+I>
-The float sliders initial value wasn't calculated correctly
-Fix the checkbox dependencies not being applied until a setting was changed for the first time
Added OnScreenDisplay messages to HandleAchievementTriggeredEvent to display an extra congratulations message if the player has completed (unlocked all achievements in casual) or mastered (unlocked all achievements in challenge) the game. This also uses the display name retrieved when verifying credentials, which has now been added as a member field on AchievementManager.
Added an OnScreenDisplay message to LoadGameByFilenameAsync to display a message when a player starts a game with achievements, notifying them of their current score. The score displayed is challenge points if the player is in challenge mode or challenge + casual if the player is in casual mode. A second message tells the player which mode they are in. To match RetroAchievements' website interface, the messages are blue for casual and gold for challenge.
Added a TallyScore method to AchievementManager to calculate the player's current scores (soft and hard) against the total number of points across all achievements. Includes a PointSpread structure to hold all points and counts. The Unlock Map now includes point values for each achievement to aid in this calculation; this is populated at insert time, and Unofficial achievements are tallied as zero.
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's failure conditions. The message includes the title of the achievement.
Added HandleLeaderboardStartedEvent with an OnScreenDisplay message when a player has triggered a leaderboard's start conditions. The message includes the title of the achievement.
Added an OnScreenDisplay message to HandleLeaderboardTriggeredEvent to display a message when a player has completed a leaderboard. The message includes the title of the achievement and the player's score/time.