Correct handling of non square images
Improve search for arcade game names
Retrieve other images if no boxart (titlescreen, screenshot)
Changed some arcade rom names to more friendly ones
ImGui is now initialized once at startup and shutdown before
terminating. graphics initialization is independent.
Move more imgui stuff into imgui drivers.
switch: set scaling on external screen to 1.4, same as xbox
UI scaling refactoring.
The new texture filter option can be set to:
- Default (keeps the game's intended filter mode).
- Force Nearest-Neighbor (crisper appearance).
- Force Linear (smoother appearance).
Additionally, mipmapping can now be enabled on nearest neighbor-filtered
textures (which is used if nearest-neighbor filtering is enabled, including
with anisotropic filtering).
Anisotropic filtering was already implemented in both OpenGL and Vulkan,
but it was not exposed in the GUI.
This can be used to get a smoother image (supersampling) on
1440p and 4K displays. The 9× setting is also suited for native
resolution rendering on 8K displays.
new vblank event, used by cheats, lua and naomi net
new udp net protocol for naomi. rx/tx on vblank on emu thread.
input: rumble power configurable (Issue #158)
ui: rumble intensity slider, enable/disable upnp
aica: hook to consume midi out
decode midi out to simulate rumble for initd
upnp can now be disabled
Make eeprom from scratch if it doesn't exist based on boot id info.
Override eeprom settings to make game happy
Change region to supported one
Get rid of per-rom region info in rom list
New option to configure Naomi games in free play
dx11: use faster clipping algorithm for modifier volumes
dx11: modifier volumes need cull mode. Fixes Daytona shadows.
win: the fault handler was treating some software exceptions as fatal (msvc)
uwp: remove async hacks and disable MS task wait exception. Fixes error reporting when loading a game.
dx11: support for vmu and lightgun crosshair overlays
dx11: implement inside clipping (fixes 18 wheeler rear view mirror)
dx11: tentative 4K support on xbox
iOS,uwp: save log file in home (iOS)/data(uwp) directory
uwp: don't sign app on pull requests
dx11: Back face stencil ops need to be set
dx11: Rotate CCW instead of CW
dx11: Present with NO_WAIT when fast forwarding
sdl: support for on-screen keyboard. Delay keys up by one frame to allow quick key presses.
ui: better fix to wait for future on UWP
Refactor imgui backend code into imgui drivers for gl, vk, dx9
Generic GraphicsContext interface for gl/vk/dx9 contexts
Simplify graphics api switching code
dx9, gl(sdl): set swap interval based on monitor refresh rate.
ggpo: support for arcade games using keyboard (totd, luptype) and
mouse/rotary encoders (waiwai drive)
Chat and UI now usable when the keyboard is not set to a maple port.
Verify md5 of flash, eeprom, vmus if no savestate used
Use chd header SHA1 as digest
Load .state.net state file at start
Force real BIOS for some games
Fix crash at startup due to race condition with game scanner
Don't allow selection of non-writable folder during onboarding
Add private internal and external Files folders to list of storage
locations to choose from
Assign first external android gamepad to port A instead of B
ui: Fix layout of controller mapping dialog when port=All
Pass LoadProgress object to report load progress and cancel
Better UI
Cancel with exception
Fix issues when stopping/exiting in !threaded
dx9: call gui_term on shutdown
single-threaded mode similar to libretro core
stateful Emulator object
disable memory watcher when !gppo
ggpo: poll input as late as possible in !threaded
Default mappings for arcade and console
Default mappings for arcade stick/hitbox
Proper handling of inverted axes
ggpo: automatic analog setting for arcade games
ggpo: always save delta ram on save_game_state as frames may be rerun
and resaved
Global network online status (ggpo, naomi, modem, bba)
Disable fast forward, cheats and savestates when online.
Block net rollbacks until the current frame has been processed to avoid
glitched textures.
Call WSAStartup at init on windows
Display net stats when in game
Switch build fix
* Support macOS 10.15 and 11
* Enable VSync option on macOS. Use "swapOnVSync" logic from other wsi
* Limit `mainui_rend_frame()` to 5 iterations max: 4 renders and the final swap
* add unmap button
* separate controller profiles for dc & arcade games
* loads current system mapping on menu exit
* simplify, use default filename for dc controls
* create blank mapping file for sdl controllers if not found
allow scrolling by dragging (almost) anywhere
move physical devices before dreamcast ones
hide insets when displaying full screen window
reduce scroll bar size on android
fix controller mapping column sizes
* Update zlib reference for Xcode project
* Add CoreHaptics.framework for Xcode project
* Capitalize app bundle
* Use local FindSDL2.cmake script for macOS
* Use `macOS` instead of the old `OSX`
oboe: handle lost of audio and recording streams and attempt reopen.
When using aaudio, set the oboe buffer size to the burst size.
gui: really ignore AutomaticLatency for oboe driver
Issue #182