Previously Interlaced (Field) was displayed as Progressive which was wrong since the tested games didn't even support Progressive mode and it misleaded most of the users so let's just display Interlaced during Field mode.
No one knows how any games even started in the broken state and we prefer code being sane('ish) over one game miraculously working. The change is pretty big so it needs some good testing!
Old link leads to a page offering to upgrade/download Windows 10. It has
now been fixed so that it takes you to a working DirectX June 2010
Redist page.
Both the Linux and Windows config dialogs now have a TV Shaders combobox,
so the F7 toggle can be made temporary. This makes the hotkey behaviour
consistent with all the other hotkeys.
Build with gcc-5 (whatever the ubuntu toolchain ppa uses - currently
gcc-5.2), gcc-4.9 and clang-3.7.
Instead of adding everything into the yml file, I've split off most of
the work into a separate shell script. It's easier to maintain and
extend that way, and Travis CI also recommends to do it this way.
Enforce CRLF line endings so Windows users can actually edit using
notepad.
Build buildbot.xml ReleaseAll target with both VS2013 and VS2015.
Create 7zipped build similar to what the buildbot makes.
Technically it did work, but it was undefined behaviour. Use __cpuidex,
which allows setting ecx as well.
Also fix the _xgetbv intrinsic - I have no idea how PCSX2 even
compiled on Windows.
Fixes the PadNull crash when any window event occurs due to mixing and
matching Unicode and MBCS window handles. Thanks to Volkanite for
figuring out why it was broken.
There's already a SysMessage definition, so a second one is unnecessary.
Cleanup some headers as well. I wanted to remove the about box as well,
but that can wait.
By doing more copy/pasting.
The directory creation code was removed - it doesn't create any
necessary parent directories so it's not all that useful.
It would be great if all plugins shared config code, but it's probably
to have all the plugins use Unicode on Windows first.
I don't understand the magic but sometimes pad buttons are detected as buttons
sometimes as axis. Create an option so people can test both and hopefully find a working solution
Note: you need to restart the plugin to take the option into account
Note2: fix dual pad init too
Related issue #938 and #414