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<title>dolphin/Source/Core/DolphinQt/Config/Graphics/HacksWidget.h, branch 2606a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VideoCommon: Fixup #14336</title>
<updated>2026-04-13T20:47:52+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2026-04-13T20:23:06+00:00</published>
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whoops

Closes https://bugs.dolphin-emu.org/issues/14024
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whoops

Closes https://bugs.dolphin-emu.org/issues/14024
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</entry>
<entry>
<title>DolphinQt: Move graphics config to main Settings window.</title>
<updated>2025-06-14T21:26:09+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2025-05-13T19:45:06+00:00</published>
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</entry>
<entry>
<title>DolphinQt/HacksWidget: Convert accuracy slider to ConfigSlider</title>
<updated>2024-12-27T04:40:24+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2024-12-25T03:39:56+00:00</published>
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<entry>
<title>Add GFX property tabs to game properties window, allowing them to be set to the user game ini. Additionally, refactor ConfigWidgets to reduce duplication. Refactor GameConfigWidget to use config system.</title>
<updated>2024-12-10T20:40:30+00:00</updated>
<author>
<name>TryTwo</name>
<email>taolas@gmail.com</email>
</author>
<published>2024-09-18T06:29:13+00:00</published>
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Creates a layer outside the game config layer system and passes it to the created gfx widows, so as to not interfere with the global config system.

Supports multiple game properties being open at once.
Supports editing while a game is playing, but the options only save and update the active game when the window is closed.
Right-clicking will remove a property from the game ini.
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Creates a layer outside the game config layer system and passes it to the created gfx widows, so as to not interfere with the global config system.

Supports multiple game properties being open at once.
Supports editing while a game is playing, but the options only save and update the active game when the window is closed.
Right-clicking will remove a property from the game ini.
</pre>
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</content>
</entry>
<entry>
<title>Qt: Remove GraphicsWidget class</title>
<updated>2023-04-29T21:10:37+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2023-04-29T03:48:48+00:00</published>
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The old tooltip description box used GraphicsWidget to provide shared
code to the Graphics config panes for adding descriptions to their
settings.

The description box has been replaced by BalloonTips and serves no
further purpose, so remove it and have the Graphics panes derive from
QWidget instead.
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The old tooltip description box used GraphicsWidget to provide shared
code to the Graphics config panes for adding descriptions to their
settings.

The description box has been replaced by BalloonTips and serves no
further purpose, so remove it and have the Graphics panes derive from
QWidget instead.
</pre>
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</entry>
<entry>
<title>Qt: Rename GraphicsBool to ConfigBool</title>
<updated>2023-04-21T21:24:37+00:00</updated>
<author>
<name>Dentomologist</name>
<email>dentomologist@gmail.com</email>
</author>
<published>2023-04-21T21:02:53+00:00</published>
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GraphicsBool is used by the panes in the Graphics config window to
create checkboxes that change their associated config setting, and
update their own state when something else changes the config setting.

Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigBool better reflects its
purpose. This should also make it less confusing when ConfigBools are
eventually added to the other config windows.
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GraphicsBool is used by the panes in the Graphics config window to
create checkboxes that change their associated config setting, and
update their own state when something else changes the config setting.

Despite its current name nothing about this class is particular to the
Graphics window, so renaming it to ConfigBool better reflects its
purpose. This should also make it less confusing when ConfigBools are
eventually added to the other config windows.
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</entry>
<entry>
<title>Add VISkip</title>
<updated>2023-01-14T06:56:37+00:00</updated>
<author>
<name>Sam Belliveau</name>
<email>sam.belliveau@gmail.com</email>
</author>
<published>2023-01-14T06:56:37+00:00</published>
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<entry>
<title>Use Fast Texture Sampling by default</title>
<updated>2021-11-18T05:29:57+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-10-15T18:57:53+00:00</published>
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This commit changes the default value of Fast Texture Sampling to true, and also moves the setting that controls it to the experimental section of the advanced tab.  This is its own commit so that it can be easily reverted when we want to default to Manual Texture Sampling.

Co-authored-by: JosJuice &lt;josjuice@gmail.com&gt;
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This commit changes the default value of Fast Texture Sampling to true, and also moves the setting that controls it to the experimental section of the advanced tab.  This is its own commit so that it can be easily reverted when we want to default to Manual Texture Sampling.

Co-authored-by: JosJuice &lt;josjuice@gmail.com&gt;
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</entry>
<entry>
<title>VideoCommon: Add option to use old behavior (Fast Texture Sampling)</title>
<updated>2021-11-18T05:27:32+00:00</updated>
<author>
<name>Pokechu22</name>
<email>Pokechu022@gmail.com</email>
</author>
<published>2021-07-30T00:43:35+00:00</published>
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Co-authored-by: JosJuice &lt;josjuice@gmail.com&gt;
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Co-authored-by: JosJuice &lt;josjuice@gmail.com&gt;
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</entry>
<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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