Normally ContentManager resolves package paths by using kernel_state_->title_id() as the title ID, but if we want to use ContentManager for TU's that won't work, since the XEX won't be fully loaded into kernel_state_->executable_module_ yet.
We can get around this by allowing the title ID used by ContentManager to be overridden, this should also help us support games that load packages from other title IDs.
This is fixed by adding a new startup_type parameter to XThread, which
lets us create an XThread that can run DllMain with correct arguments.
LaunchModule is then modified to use that param when launching a DLL
module that has an entrypoint. UserModule::LoadXexContinue also has code
added to call SetExecutableModule prior to loading any import libraries
1) Gives actual refresh rate of the window
2) FPS display based on profiler data, toggleable by pressing the the h key
on the keyboard, use Shift + h to modify FPS text scale (x1, x2 or x4)
3) Fix linux build by updating the gtk window
4) Fix linux build again, include microprofiler header directly and correct
parameters sent to ImGui::Text
5) Fix linux build by using a define to hide undefined functions on linux
Overview:
Added a Pop-up menu named 'Open Recent' under the 'File' menu bar item that lists 10 recently opened files.
- It stores the paths of opened games inside a file named 'recent.txt' in the same folder where the xenia.exe is located.
- If the file doesn't exits, the program creates it, then paths are stored when a new file is opened.
- Each time a file is opened, the program compares stored paths with the new one, if it exists then the path is moved to the top of the list to indicate that it is the most recent file opened.
- 'Open Recent' entries are refreshed once xenia is re-started.
most of the games this can be evidenced in are Unreal Engine titles or games that otherwise do not work in master yet but it can be shown in Saints Row 2 that does work in the master branch
this ID was found from debugging games where storage device detection wasn't working and reverse engineering of Unreal Engine 3