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<title>dolphin/Source/Core/VideoCommon/NetPlayChatUI.h, branch 2603a</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>mingw: replace SendMessage usage as clashes with existing function</title>
<updated>2025-12-10T21:07:33+00:00</updated>
<author>
<name>Craig Carnell</name>
<email>1188869+cscd98@users.noreply.github.com</email>
</author>
<published>2025-12-08T19:38:25+00:00</published>
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<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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</entry>
<entry>
<title>VideoCommon/NetPlayChatUI: Default destructor in the cpp file</title>
<updated>2019-05-29T10:20:05+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-29T10:18:55+00:00</published>
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Ensures that the destruction logic is kept local to the translation unit
(making it nicer when it comes to forward declaring non-trivial types).
It also doesn't really do much to define it in the header.
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Ensures that the destruction logic is kept local to the translation unit
(making it nicer when it comes to forward declaring non-trivial types).
It also doesn't really do much to define it in the header.
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</entry>
<entry>
<title>VideoCommon/NetPlayChatUI: Take std::string by value in AppendChat()</title>
<updated>2019-05-29T10:12:29+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-05-29T10:12:27+00:00</published>
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Given we're simply storing the std::string into a deque. We can emplace
it and move it. Completely avoiding copies with the current usage of the
function.
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Given we're simply storing the std::string into a deque. We can emplace
it and move it. Completely avoiding copies with the current usage of the
function.
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</entry>
<entry>
<title>NetPlayChatUI: Add activate chat hotkey</title>
<updated>2019-03-26T17:13:32+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2019-03-24T14:57:36+00:00</published>
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<entry>
<title>Add imgui-based Netplay Chat</title>
<updated>2019-03-23T19:13:24+00:00</updated>
<author>
<name>spycrab</name>
<email>spycrab@users.noreply.github.com</email>
</author>
<published>2019-03-17T00:09:06+00:00</published>
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