Add a .clang-format example file. Might need minor tuning. If people doesn't like the syntax
Add a basic script to validate current change is compliant with clang-format
* on master it will test last 20 commits
* on branch it will test all commits of the branch
Idea is to plug it into travis (might require clang 3.8). Everything is blacklisted. Use "ALL" parameters
to test all standard directories.
Add 3 new warnings (first one must be fixed I think)
pcsx2/gui/MessageBoxes.cpp: In copy constructor ‘BaseMessageBoxEvent::BaseMessageBoxEvent(const BaseMessageBoxEvent&)’:
pcsx2/gui/MessageBoxes.cpp:62:1: warning: base class ‘class pxActionEvent’ should be explicitly initialized in the copy constructor [-Wextra]
BaseMessageBoxEvent::BaseMessageBoxEvent( const BaseMessageBoxEvent& event )
plugins/GSdx/GSPng.cpp: In function ‘bool GSPng::SaveFile(const string&, GSPng::Format, uint8*, uint8*, int, int, int, int, bool, bool)’:
/home/gregory/playstation/emulateur/pcsx2_merge/plugins/GSdx/GSPng.cpp:64:14: warning: variable ‘success’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered]
bool success = false;
^
plugins/GSdx/GSPng.cpp:44:58: warning: argument ‘image’ might be clobbered by ‘longjmp’ or ‘vfork’ [-Wclobbered]
bool SaveFile(const string& file, Format fmt, uint8* image, uint8* row,
MemCardFilter for Grandia III NTSC-U Disc 2 was applied to the wrong
game. The serials for Disc 1 and 2 are SLUS-21334 and SLUS-21345,
respectively - I assume someone fatfingered when issuing the serials.
Fix rendering issue on letters on Kengo/burnout 3/...
Default algo will execute the alpha test in 2 passes. However due to blending
you can't handle accurately the color.
Fortunately for us, the rendering uses an always pass depth test so you
can execute first all the color rendering (which doesn't depends on the alpha test)
And then the depth part which depends on the alpha test.
* Code was factorized a bit with the help of max_z
* Add an extra optimization if test is ZTST_GEQUAL and min z value is
the biggest value. Z test will always be pass.
Note: due to float rounding (23 bits mantissa vs 24 bits depth) the test
is done against 0xFF_FFFE and not 0xFF_FFFF. It is wrong but GPU will
also use float so impact will be null.
CreateEvent and CreateThread return NULL on failure, not
INVALID_HANDLE_VALUE. This should have been done in
0477e03965, I didn't check thoroughly
enough.
* Only use dark green color for the default cycle rate. using a different color just for a single value (previously for -1) might be confusing for users.
* Use a constant RGB form of dark sea green color instead of the regular dark green color. these new RGB values have been *tuned* for perf...err perfection!
This syncs the cheats_ws.zip widescreen patches archive with Devina's
archive from 2016-08-07.
The zip file is the zipped content of folder cheats_ws at the archive,
after removing the following 10 known WIP patches: 00000000 1771BFE4
C77AF2CA DA3DD765 07652DD9 FDA1CBF6 CC96CE93 2545CA71 1CE1DA8A CD787D68
Compared to the previous content of cheats_ws.zip:
- 6 files deleted (07652DD9 1CE1DA8A 44D23E5F CC96CE93 CD787D68 FDA1CBF6)
- 49 modified files
- 452 new files (w00t!)
- 1939 files identical to before
The zip now has a total of 2440 patch files, compared to 1994 before.
No functional changes done, the current commit helps us to pass vertical frequency values of individual video modes to GUI code for accurate percentage calculation on titlebar. (which is done on the succeeding commit)
The solution files are unused and for ancient Visual Studio versions -
GSDumpGUI has its own solution file, and bin2cpp is included in the main
solution file.
The property sheets have either fallen out of use or were never used in
the first place.
Fixes a regression introduced by 46ba9aa117,
where the Linux GS replayer would always use the options in inis/GSdx.ini
(or use the default options if that doesn't exist) to replay the dump,
instead of using the GSdx.ini from the specified ini folder.
Update done on f712c5c6d0
Previous code use the size of the draw to compute latest block. I
don't know why I use .x/.y which are the origin offset so the start of the block.
Updated/synced from the online compatibility list.
- Update summary:
Not at dbf (and added): 1
Not at csv (but have compat info at the dbf): 258
Unchanged: 2560
Better compat: 23
Worse compat: 0
- Status before:
Imported entries: 9706
Compatibility 1: 7 games
Compatibility 2: 31 games
Compatibility 3: 48 games
Compatibility 4: 70 games
Compatibility 5: 2665 games
- Status after:
Imported entries: 9707
Compatibility 1: 7 games
Compatibility 2: 29 games
Compatibility 3: 48 games
Compatibility 4: 71 games
Compatibility 5: 2687 games