little fix for one piece unlimited cruise 2 and ju-on the grudge
Oops, forgot to add the Traditional Chinese translation file, and forgot to add it to the windows build.
Added Traditional Chinese translations thanks to khiav.
Updated several of the other language translations thanks to the growing Dolphin translation team.
Make it easier for translators to deal with a few strings in the code by not concatenating strings.
little fix for my last commit
Disabled the JIT’d version of SUBARN
fix wad loading (broken by r6909)
Enabled save-state support for the DSP LLE plug-in.
Disabled the SUBARN jitted instruction because it is causing issues with the NTSC IPL.
second try, a compilable :) fix for issue 3976 and some optimizations to color loading that will not mess with colors.
DX11 code maintenance, part 7:
Header cleanups. If anything, this will decrease compile time.. :P
DX11 code maintenance, part 6:
Move constant buffer management from EmuGfxState to Vertex/PixelShaderCache.
Finally remove the EmuGfxState class, cheers!
Fix the nogui build. Don’t show the Xrandr logs in release builds. Fix flickering in fullscreen when using the auto window size option and not rendering to main.
Removed extra space character in “Use FPS For Limiting”. Changed “Frame Stepping” to “Frame Advance”. Some minor preprocessor cleanup.
revert my optimizations until i fix some errors and really fix issue 3976
Migrate the “Adjust window size” option to the main configuration dialog (under the “Display” tab, in “Emulator Display Settings”, after “Window Size”). Also rework the way that the option works. When using render to main and the auto resize option, the application window will be resized and then resized back when the emulator stops. This looks much better than the box in the corner look before. Also only resize when it would actually change the size of the window. This fixes the hang on emulation stop on linux.
Make CDolLoader a bit more c++ish, make wii dols be detected by the presence of a mfspr x, HID4.
little fix for issue 3976.
some optimization for vertex color loading, please test for any change in game color, this is a optimization so nothing should change :)
Fix the “Adjust window size” option on linux. Previously this option caused flickering when using render to main, and an application hang when stopping emulation via the GUI Stop button.
DX11 code maintenance, part 5:
Move shader and input layout management from EmuGfxState to Vertex/PixelShaderCache and D3DVertexFormat.
DX11 code maintenance, part 4:
Move blend state management from EmuGfxState to Renderer.
DX11 code maintenance, part 3:
Move rasterizer state management from EmuGfxState to Renderer.
DX11 code maintenance, part 2:
Move depth state management from EmuGfxState to Renderer.
Call stateman->Apply in Renderer::ApplyState instead of EmuGfxState::ApplyState.
DX11 code maintenance, part 1:
Move sampler state/shader resource management from EmuGfxState to Renderer.
fixed a couple of problems with UpdateFPSDisplay (DX9) (though it’s a trivial fix somebody else was probably about to make)
Update Cg.framework to version 3.0.0015.
Inform SCons of the svnrev.h dependency so it isn’t subject
to a race with the creation of Build/foo/Source/Common/Src.
Use std::locale() on OS X and std::locale(“”) elsewhere.
Drop support for building on OS X 10.5. It is too much hassle to
work around the limitations of the no longer maintained Xcode 3.1.4
for Leopard. Running a 10.6-built app on 10.5 works fine through
through the use of the 10.5 SDK.
std::locale() seems to be the generally safer way to specify the
default locale and works on Linux and OS X at least. Thanks to
dasmetzelmaennchen for the pointer.
Remove some obsolete SCons related svn:ignores.