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Debugger
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big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
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2009-11-22 02:37:00 +00:00 |
W32Util
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fix a linux wiimote compile error and apply some little changes to the dx plugin :P
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2009-11-30 03:48:59 +00:00 |
BPFunctions.cpp
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D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed.
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2010-01-12 23:40:30 +00:00 |
CPStructs.cpp
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
CPStructs.h
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
D3DBase.cpp
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Now you can switch between Emulated and Real WiiMotes, connect more Real Wiimotes and even pair them up (if you have MS BT Stack) during gameplay!
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2010-01-06 19:26:52 +00:00 |
D3DBase.h
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nice little hack to make efb copies scaled with the efb so everything will look a more HD, for now there is no GUI i'm with a lot of work at home. if everyone likes this change will add it to the GUI. for now just use the config file.
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2009-12-15 01:40:54 +00:00 |
D3DShader.cpp
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Rename Config.cpp/h to VideoConfig.cpp/h.
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2009-09-13 09:23:30 +00:00 |
D3DShader.h
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D3D: Fixed dstAlpha, aka "when everything is broken, at least mario have a nice shadow", and removed Cg leftover from it.
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2009-09-02 04:10:40 +00:00 |
D3DTexture.cpp
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mixed commit:
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2009-12-07 18:48:31 +00:00 |
D3DTexture.h
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mixed commit:
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2009-12-07 18:48:31 +00:00 |
D3DUtil.cpp
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small code reorganization.
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2009-11-27 19:42:27 +00:00 |
D3DUtil.h
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big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
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2009-11-22 02:37:00 +00:00 |
DLCompiler.cpp
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set svn:eol-style=native for Plugins/**.cpp
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2008-12-08 05:25:12 +00:00 |
DLCompiler.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
DlgSettings.cpp
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Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen.
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2010-01-13 21:11:02 +00:00 |
DlgSettings.h
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
EmuWindow.cpp
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Remap wiimote hotkeys to Alt+F5/F6/F7/F8 to make Windows happy.
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2010-01-04 03:31:49 +00:00 |
EmuWindow.h
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1. Proper shutdown, hopefully no crash anymore (Continuation of skidau's work)
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2009-12-30 09:00:43 +00:00 |
FramebufferManager.cpp
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DX9: - Add hires texture loading.
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2009-12-22 06:47:42 +00:00 |
FramebufferManager.h
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big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
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2009-11-22 02:37:00 +00:00 |
Globals.h
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Rename Config.cpp/h to VideoConfig.cpp/h.
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2009-09-13 09:23:30 +00:00 |
NativeVertexFormat.cpp
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D3D vertex format wrapper: Fix a really small memory leak, add some sanity checks.
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2010-01-11 23:47:32 +00:00 |
PixelShaderCache.cpp
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corrected viewport and scissor test behavior in both plugins.
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2009-11-23 14:08:08 +00:00 |
PixelShaderCache.h
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big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
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2009-11-22 02:37:00 +00:00 |
RGBAFloat.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
Render.cpp
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D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed.
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2010-01-12 23:40:30 +00:00 |
TextureCache.cpp
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DX9: - Add hires texture loading.
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2009-12-22 06:47:42 +00:00 |
TextureCache.h
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nice little hack to make efb copies scaled with the efb so everything will look a more HD, for now there is no GUI i'm with a lot of work at home. if everyone likes this change will add it to the GUI. for now just use the config file.
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2009-12-15 01:40:54 +00:00 |
TextureConverter.cpp
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mixed commit:
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2009-12-07 18:48:31 +00:00 |
TextureConverter.h
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forget the new files Sorry :)
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2009-11-20 20:14:34 +00:00 |
Utils.cpp
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
Utils.h
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
Vec3.h
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STAND BACK - NEWLINE POLICE
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2009-11-15 22:26:39 +00:00 |
VertexManager.cpp
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D3D: Fix some texture wrapping issues by setting the texture state for every texture used at draw time. Hopefully there will not be a noticable slowdown, thanks to the state caching. Also some minor cleanup. Should fix issues like repeated shadows. TODO: In theory it should have worked without this, so I should investigate why this change was needed.
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2010-01-12 23:40:30 +00:00 |
VertexManager.h
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D3D: Eliminate black borders, add 4:3 and 16:9 settings, and the widescreen hack. Unfortunately this temporarily breaks MSAA (in d3d only) until I have time to fix it.
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2009-09-13 17:46:33 +00:00 |
VertexShaderCache.cpp
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big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
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2009-11-22 02:37:00 +00:00 |
VertexShaderCache.h
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big commit, implemented depth textures with hardware support in D3D, so now they will be correct as in opengl. please test a lot because i only tested the ati path, nvidia path is "Theoretical" :).
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2009-11-22 02:37:00 +00:00 |
XFStructs.cpp
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
XFStructs.h
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
bmp_io.cpp
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set svn:eol-style=native for Plugins/**.cpp
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2008-12-08 05:25:12 +00:00 |
bmp_io.h
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set svn:eol-style=native for **.h
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2008-12-08 04:46:09 +00:00 |
main.cpp
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1. This should fix Issue 1625 (Bizarre Auto Frame Limit)
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2010-01-07 20:01:41 +00:00 |
main.h
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
resource.h
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Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen.
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2010-01-13 21:11:02 +00:00 |
resource.rc
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Add "Auto Aspect Ratio" to both graphics plugins. It's the new default, so you can forget about switching aspect manually from now on. In the Auto mode, aspect ratio is automatically set depending on whether it's a Wii or GC game, and whether the global Wii Widescreen setting has been set. There is still the possibility to override, which can be useful for the very few GC games that do support widescreen.
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2010-01-13 21:11:02 +00:00 |
stdafx.cpp
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |
stdafx.h
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Now ALL copyright dates are fixed to the legally correct year: The year in which the project began. Now we don't have to change it every year :)
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2009-07-28 21:32:10 +00:00 |