| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2024-07-01 | Logo refresh for android, windows, and linux | MayImilae | |
| 2024-06-26 | Disable Dualcore in Geist | JMC47 | |
| Fixes random crashes and unknown opcode errors. | |||
| 2024-06-21 | GameINI: Shadow The Hedgehog widescreen heuristic | dreamsyntax | |
| Adjusts widescreen heuristic values to work properly for both the original game and the widescreen hack versions of Shadow the Hedgehog (all regions), Game ID GUP. Credit to Billiard for determining values. | |||
| 2024-06-07 | GameINI: Ubisoft updates | icup321 | |
| Update several INI GameSettings for Ubisoft games Undo name changes | |||
| 2024-06-02 | Replaces the temporary Retroachievement | MayImilae | |
| default badges. | |||
| 2024-05-23 | Add Default Achievement Badges | LillyJadeKatrin | |
| The defaults get loaded in by Dolphin at emulator start, and are used if the badge that would normally be displayed has not for whatever reason been downloaded yet. Badges attached to this PR are placeholders (MayIMilae is designing permanent badges) and reside in Sys\Load\RetroAchievements. | |||
| 2024-04-29 | Update GSZ.ini | AGuy27 | |
| This game does not use Bounding Box | |||
| 2024-04-20 | Fix wiitdb-ja.txt | nassau-tk | |
| 2024-04-13 | Merge pull request #12668 from Sam-Belliveau/hybrid_log_gamma | Admiral H. Curtiss | |
| Use Hybrid Log Gamma in PerceptualHDR | |||
| 2024-04-04 | Change the scaling process to be more uniform across color space | Sam Belliveau | |
| 2024-03-28 | It's technically more correct to do it this way, difference is extremely subtle | Sam Belliveau | |
| 2024-03-27 | Increase Max Amplification | Sam Belliveau | |
| 2024-03-26 | Convert to Hybrid Log Gamma | Sam Belliveau | |
| 2024-03-24 | Add Bloom Definitions for Skylanders Trap Team | Martino Fontana | |
| 2024-03-23 | Add Bloom Definitions for Skylanders Giants | Martino Fontana | |
| 2024-03-20 | Merge pull request #12603 from Sam-Belliveau/oklab_resampling | JMC47 | |
| Add HDR to Metal + Perceptual HDR | |||
| 2024-03-17 | Merge pull request #12629 from Avasam/GPH-aspect-ratio | Admiral H. Curtiss | |
| Fix aspect ratio swapping in Pitfall: The Lost Expedition | |||
| 2024-03-12 | Merge pull request #12621 from AGuy27/master | JMC47 | |
| GameINI: Fix Emergency Mayhem hang on loading | |||
| 2024-03-12 | GameINI: Fix Emergency Mayhem hang on loading | AGuy27 | |
| 2024-03-11 | WiimoteEmu: Set sensible defaults for IR Object expressions. | Admiral H. Curtiss | |
| 2024-03-10 | Update PerceptualHDR with better color space | Sam Belliveau | |
| 2024-03-10 | Add PerceptualHDR | Sam Belliveau | |
| 2024-03-09 | Fix aspect ratio swapping in Pitfall: The Lost Expedition | Avasam | |
| 2024-02-03 | Update and rename G5BE4Z.ini to G5B.ini | AGuy27 | |
| 2024-02-03 | Create G5BE4Z.ini | AGuy27 | |
| Fixes Strike Force Bowling blank texture | |||
| 2024-01-16 | GameINI: Octomania text fix | BuildTools | |
| 2024-01-06 | Merge pull request #12477 from JosJuice/r8a-efb2tex | Mai | |
| GameSettings: Don't force EFB to RAM for PokéPark Wii | |||
| 2024-01-03 | Gameini: Disable "Immediately Present XFB" for Racquet Sports | Patrick Ferry | |
| This was causing the game to output thousands of FPS during the loading screen when it would run uncapped if Immediately Present XFB was enabled. Please see Redmine 13447 for reference. | |||
| 2024-01-03 | GameSettings: Don't force EFB to RAM for PokéPark Wii | JosJuice | |
| This is another one of those games that has an optional screenshot feature where the images end up all black if you have Store EFB Copies to Texture Only turned on. Like for other such games, let's not force Store EFB Copies to Texture Only off, since it's a large performance impact for a feature most players won't use. There's one wrinkle here. As part of teaching the player how to take screenshots, the game forces the player to take a screenshot before it lets them progress in the story. However, the game doesn't care what's in the screenshot, so you can progress just fine even if Store EFB Copies to Texture Only is turned on. I personally tested it. | |||
| 2023-12-27 | Merge pull request #12434 from Filoppi/fix_sharp_bilinear | Admiral H. Curtiss | |
| Fix sharp bilinear using ceil instead of floor | |||
| 2023-12-18 | Fix sharp bilinear using ceil instead of floor | Filoppi | |
| 2023-12-17 | GameSettings: fix C4 texture tiling in Crash Nitro Kart | Tillmann Karras | |
| For buttons and some character icons the game loads palleted PNGs and tiles the pallet indices directly into C4 textures but fails to take into account that PNG and C4 use opposite nibble orders. This causes adjacent pixel columns to be swapped, see issue 13370. Also disable Immediate XFB for the Japanese release. It has the same black screen and flickering issues as the other regions. | |||
| 2023-12-16 | Merge pull request #11497 from vyuuui/debugger_assembler_ui | Tilka | |
| Built-in assembler for debugger interface | |||
| 2023-12-13 | Add icons for assembler widget | vyuuui | |
| 2023-12-05 | Merge pull request #12350 from PatrickFerry/add_accurate_nans_game | Mai | |
| Gameini: Enable AccurateNaNs for "Jeep Thrills" | |||
| 2023-12-03 | Data: Correct wc24recv.ctl file | Sketch | |
| 2023-12-03 | Gameini: Enable AccurateNaNs for "Jeep Thrills" | Patrick Ferry | |
| 2023-11-29 | GameSettings: add patch to disable interlacing in Black & Bruised | Tillmann Karras | |
| 2023-11-28 | GameSettings: add patch to disable blur in Tony Hawk's Downhill Jam | Tillmann Karras | |
| This is a fullscreen blur that looks bad at higher internal resolutions. The offset happens to work out for both the NTSC and the PAL release. | |||
| 2023-11-24 | GameSettings: port Gormiti black screen fix to PAL version | Tillmann Karras | |
| Same workaround as @Pokechu22's NTSC version (8316c7af9964f19cc54c3533e017252f922ceee9). | |||
| 2023-11-15 | Merge pull request #12175 from Sam-Belliveau/correct-area-sampling | Admiral H. Curtiss | |
| Corrected Area Sampling Range | |||
| 2023-11-14 | Merge pull request #12176 from Filoppi/patch-22 | Admiral H. Curtiss | |
| Make AutoHDR work with color luminance instead of average | |||
| 2023-11-14 | Fix inner area sampling loop from going beyond bounds | Sam Belliveau | |
| 2023-09-20 | Disable Store EFB Copies to Texture Only for Mystery Case Files: The ↵ | Pokechu22 | |
| Malgrave Incident See https://bugs.dolphin-emu.org/issues/13356. Testing there determined that forcing a specific value for SafeTextureCacheColorSamples is not needed. | |||
| 2023-09-09 | Make AutoHDR work with color luminance instead of average | Filippo Tarpini | |
| This gives more consistent results. My main ReShade has also been updated with the same change: https://github.com/Filoppi/PumboAutoHDR | |||
| 2023-09-03 | Add Everybody Votes Channel and Region Select to WiiLink config | Sketch | |
| 2023-08-21 | fixed area sampling | Sam Belliveau | |
| 2023-08-18 | Merge pull request #12113 from Seedonator/master | Admiral H. Curtiss | |
| Dragon Ball Z: Budokai Tenkaichi 3 - Graphics Mod Bloom and HUD Definitions | |||
| 2023-08-18 | Merge pull request #12071 from JosJuice/gametdb-update | Admiral H. Curtiss | |
| Update GameTDB files | |||
| 2023-08-18 | Dragon Ball Z: Budokai Tenkaichi 3 - Graphics Mod Bloom and HUD Definitions | Seedonator | |
