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<title>dolphin/Source/Core/InputCommon/ControllerEmu/ControllerEmu.h, branch release-prep-2409</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Android: Get profile name from core</title>
<updated>2023-10-01T16:47:49+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2023-10-01T16:35:01+00:00</published>
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<id>d6c0f8e74933e291023099f47cae2901410c0f42</id>
<content type='text'>
To avoid duplicating information between Kotlin and C++.
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To avoid duplicating information between Kotlin and C++.
</pre>
</div>
</content>
</entry>
<entry>
<title>Common/IniFile: Move interface into Common namespace</title>
<updated>2023-04-13T14:19:28+00:00</updated>
<author>
<name>Lioncash</name>
<email>mai.iam2048@gmail.com</email>
</author>
<published>2023-04-13T13:38:09+00:00</published>
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<id>e4caace6bb6213851b979cdd76f9f44ef6d9cd09</id>
<content type='text'>
Gets this out of the global namespace and into the Common namespace
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Gets this out of the global namespace and into the Common namespace
</pre>
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</content>
</entry>
<entry>
<title>DolphinQt: Use input override system for TAS input windows</title>
<updated>2022-10-03T20:04:09+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-03-21T21:42:33+00:00</published>
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<id>b296248b49d3cfe130756feda5941d717fdba75d</id>
<content type='text'>
This lets the TAS input code use a higher-level interface for
overriding inputs instead of having to fiddle with raw bits.
WiiTASInputWindow in particular was messy with how much
controller code it had to re-implement.
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<pre>
This lets the TAS input code use a higher-level interface for
overriding inputs instead of having to fiddle with raw bits.
WiiTASInputWindow in particular was messy with how much
controller code it had to re-implement.
</pre>
</div>
</content>
</entry>
<entry>
<title>ControllerEmu: Add new "input override" system</title>
<updated>2022-10-03T20:00:21+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2021-03-21T19:27:00+00:00</published>
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<id>cb16d20f2d4ed1ebf150b6ba4d64fe469c1263f1</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>InputCommon: Add equality operators to RawValue.</title>
<updated>2022-09-23T23:44:21+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-09-23T22:48:47+00:00</published>
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<id>02a967f78625ce226c0590948d49f29d6e35ebe1</id>
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<pre>
</pre>
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</entry>
<entry>
<title>InputCommon: Make RawValue constructors constexpr.</title>
<updated>2022-09-23T23:38:09+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-09-23T22:48:26+00:00</published>
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<id>24a1fe32f1a6c2b83afd9933af4f22e24380f1b7</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Use std::llround in MapFloat</title>
<updated>2022-09-22T16:30:32+00:00</updated>
<author>
<name>Minty-Meeo</name>
<email>45425365+Minty-Meeo@users.noreply.github.com</email>
</author>
<published>2022-09-22T16:30:32+00:00</published>
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<id>73dfcc15a51e230f8cbfa0fb1cb807db9bd0e722</id>
<content type='text'>
I don't see why not.
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I don't see why not.
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</content>
</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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<id>e149ad4f0a9874f354221a7fc76d8f1841e47808</id>
<content type='text'>
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.
</pre>
</div>
</content>
</entry>
<entry>
<title>Expose Control Expression variables to mappings UI</title>
<updated>2021-05-23T23:38:06+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2021-03-11T22:01:18+00:00</published>
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<id>93e3e691f9a3a9913b56ebe71b4bd34fd21ce5c9</id>
<content type='text'>
-add a way to reset their value (from the mappings UI)
-fix "memory leak" where they would never be cleaned,
one would be created every time you wrote a character after a "$"
-fix ability to create variables with an empty string by just writing "$" (+added error for it)
-Add $ operator to the UI operators list, to expose this functionality even more
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<pre>
-add a way to reset their value (from the mappings UI)
-fix "memory leak" where they would never be cleaned,
one would be created every time you wrote a character after a "$"
-fix ability to create variables with an empty string by just writing "$" (+added error for it)
-Add $ operator to the UI operators list, to expose this functionality even more
</pre>
</div>
</content>
</entry>
<entry>
<title>InputCommon: reduce number of image loads and texture cache invalidations by only running dynamic input textures once for all controllers</title>
<updated>2021-02-27T23:29:48+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2021-02-27T22:41:50+00:00</published>
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<id>32d584a0f5f58ff80ab9ad95ff3d1b10e30d108f</id>
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</content>
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<pre>
</pre>
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</content>
</entry>
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