Commit Graph

7775 Commits

Author SHA1 Message Date
6c0a0e6203 GPU: Fix incorrect lightgun line with force progressive 2024-08-04 17:54:19 +10:00
59a1cca858 dep/rcheevos: Bump to v11.5.0 + local changes
https://github.com/stenzek/rcheevos
2024-08-04 17:08:29 +10:00
ec5d8cb1d6 Achievements: Use badge IDs from server
Fixes icons not invalidating if they're changed/reassigned in the RA
database.
2024-08-04 17:00:08 +10:00
f9079b0151 CDROM: Display XA coding info in debug window 2024-08-04 16:30:04 +10:00
ee538ae0ea CDROM: Improve resampling quality of 18900hz XA 2024-08-04 16:21:35 +10:00
a2f98541b3 Misc: Slim down some header includes 2024-08-04 14:49:55 +10:00
143acca03b Core: Purge resources.cpp
Save around 64KB in binary size.
2024-08-04 14:13:15 +10:00
5b590d434b D3D11Device: Fix blend state not applying to MRTs 2024-08-03 02:06:20 +10:00
30c5ebae72 GPUDevice: Fix instances of RWTexture not clearing 2024-08-03 02:05:21 +10:00
1b9b4699d9 Qt: Fix render-window-resize with 270deg rotation 2024-08-03 01:19:22 +10:00
7cbd67ecf1 MSBuild: Remove redundant include 2024-08-03 01:19:04 +10:00
a793741747 Qt: Slightly bump grid view font size 2024-08-03 01:00:10 +10:00
9a626caad9 Qt: Reduce game list jank after shutting down VM
Prevents progress bar briefly appearing, and the list scrolling to the
top when you exit a game.
2024-08-03 00:50:04 +10:00
3a83c4265c Misc: Fix a bunch of code analysis warnings
Some of which were even actual errors.
2024-08-02 23:56:07 +10:00
4eb3b2a9a7 dep: Remove soundtouch 2024-08-02 21:59:57 +10:00
0518bfb60f Data: Update SDL game controller DB 2024-08-02 21:50:47 +10:00
75cf877b0d Deps: Bump SDL2 to 2.30.6 2024-08-02 21:50:47 +10:00
6d70d24bc4 AudioStream: Swap to shared soundtouch library
Yay licensing requirements.
2024-08-02 21:49:19 +10:00
aa400f12ae GameDB: Analog support for Nightmare Creatures (#3270) 2024-08-02 21:48:44 +10:00
0afcbd3acc Update Russian translation (#3269)
* upd ts

* Update Russian translation
2024-08-02 21:48:32 +10:00
24abd108f6 Add CRT-Guest-NTSC (#3268)
* Add ReShade port of CRT-Guest-NTSC

* Reformat CRT-Guest-NTSC

* Organise CRT-Guest-NTSC shader params into categories

* Adapt CRT-Guest-NTSC to Duckstation

- The shader is now native resolution based
- Native height triggered fake interlace/hi-res mode works
- The scaling of all effects (vignette, border, blur, etc.) now work
  mostly correctly with all window/viewport sizes and scaling modes

* Further clean up of CRT-Guest-NTSC

* Fix uneven scanline sampling bug in CRT-Guest-NTSC

The bug only manifested at specific window sizes

* Use drop-down controls in CRT-Guest-NTSC

---------

Co-authored-by: HelelSingh <96559140+HelelSingh@users.noreply.github.com>
Co-authored-by: John Novak <john@johnovak.net>
2024-08-02 21:48:14 +10:00
f1f57d88ce Atualização Português do Brasil (#3267)
Atualizado para a última versão.
2024-07-29 22:07:03 +10:00
2f90651c3f Spanish (Spain) update - 2024/07/29 (#3266)
- More backported terms from PCSX2: save states and save state slots now share the same names.
- Backports of the Achievement texts.
- Added myself to the CONTRIBUTORS list, as all the Latin American Spanish translators were present and I was not.
2024-07-29 22:06:56 +10:00
33f6cc246e System: Use default compression level
I'd intended to make this an option.
2024-07-29 22:06:21 +10:00
534a82d091 dep/reshadefx: Fix float printing regression 2024-07-29 22:05:36 +10:00
8c9a885032 GameDB: Add missing hash 2024-07-29 21:59:53 +10:00
410cea0f12 PostProcessing/FX: Use ToChars instead of to_string()
More locale mess.
2024-07-29 20:38:55 +10:00
2d2bc93ada dep/reshadefx: Avoid snprintf() when writing float constants
Locale-specific, causes breakage on some systems.
2024-07-29 20:38:34 +10:00
e0911d7f54 GPU/HW: Fix spec violation with Vulkan fbfetch 2024-07-29 17:27:33 +10:00
998f77c590 GameDB: More WS disables 2024-07-29 17:27:33 +10:00
0321a2cdc4 Common: Purge ByteStream 2024-07-29 17:27:32 +10:00
6ce9e571ed Misc: Purge remaining ByteStream references 2024-07-29 17:27:32 +10:00
a6518ff9dc System: Rewrite save state I/O
No more ByteStream or virtual calls for every piece of data.
2024-07-29 17:27:32 +10:00
dd8bf2c9d9 MemoryCard: Purge use of ByteStream 2024-07-29 17:27:32 +10:00
b5009da2bc GameList: Purge use of ByteStream 2024-07-29 17:27:32 +10:00
7aaaf7c575 GameDatabase: Purge use of ByteStream 2024-07-29 17:27:32 +10:00
c83b5fdd05 FileSystem: Add AtomicRenamedFile 2024-07-29 17:27:32 +10:00
ab7a3e1934 BinaryReaderWriter: Add class for files as well as spans 2024-07-29 17:27:32 +10:00
a3f8162488 Qt: Add a new Justifier controller icon (#3264) 2024-07-29 13:22:38 +10:00
6da84bf5d0 GameDB: Disable WS for Rally de Europe 2024-07-29 13:21:33 +10:00
11c6f89162 gitignore: Add /deps/ 2024-07-29 01:53:48 +10:00
b6b0997e70 Build: Favor git repositories over in-tree patches
Too messy.
2024-07-28 19:06:18 +10:00
876f212685 DynamicLibrary: Add patch to versioned filename 2024-07-28 19:06:17 +10:00
40356fc381 FileSystem: Remove unnecessary checks 2024-07-28 19:06:17 +10:00
6fe0c986fa System: Rewrite EXE override/loading
Relies on POST=7 as a kernel initialization indicator, instead of
patching the BIOS.

Fixes EXE loading with OpenBIOS and PS2 BIOS, and fast boot getting
baked into save states.
2024-07-28 19:05:56 +10:00
7b99fcbbf3 GPU: Fix edge bleeding with Bilinear Integer scaling 2024-07-28 14:08:28 +10:00
a3acb0c5db GPU/HW: Always allow shader blend with fbfetch 2024-07-27 19:52:08 +10:00
5026e1b276 Spanish translation update 2024/07/27 (#3263)
- Added the latest strings.
 - Continued the backport of elements from PCSX2.
2024-07-27 14:32:05 +10:00
fcd4e60af1 Atualização Português do Brasil (#3262)
Atualizado para a última versão.
2024-07-27 14:31:51 +10:00
c2d24f436c CDROM: Re-enable error-on-seeking-pause behaviour
See the comments in the diff. This **will** cause lag in Final Fantasy
VII during preload areas, but that has also been confirmed on console.

Duke Nukem - Total Meltdown does this silly Read -> Pause command chain,
except it sets its data/INT1 callback on the read, but never clears it
after the pause. Therefore, if it doesn't receive at least one sector,
the callback never gets cleared, and when the next read happens, it
stores the "current" callback in the "backup" variable, which should be
null, but now has the callback from the dud read.

The result is any INT1 during XA playback running the dud callback,
which says "hey, I'm not expecting any data, so pause, and stops the
background music playback. Making sure at least one sector from that
silly chain is delivered ensures the callback is cleared, and this does
not happen.

Since the pause first mentioned above will now error out until the first
sector is delievered, the game spams pause until it eventually does
succeed after the INT1. This behaviour has also been verified on
hardware, thanks to rama for the xStation logs.
2024-07-27 14:24:23 +10:00