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AgeCommit message (Collapse)Author
2016-06-26VideoCommon: Drop GetConfigName.degasus
We're past 5.0 now, so there is no need to look for old inis.
2016-06-25Undo some comment formatting changes from b5104a7JosJuice
2016-06-26GCVolume: supports reading all opening.bnr informationRukai
DQT2: Game properties dialog contains info tab giving information about the selected iso.
2016-06-24Fix configStrings in Android’s ButtonManagerspider-mario
The bug was exposed by clang-format.
2016-06-24Reformat all the things. Have fun with merge conflicts.Pierre Bourdon
2016-05-13Core/Movie: Add ability to run code in Host contextEmptyChaos
EndPlayInput runs on the CPU thread so it can't directly call UpdateWantDeterminism. PlayController also tries to ChangeDisc from the CPU Thread which is also invalid. It now just pauses execution and posts a request to the Host to fix it instead. The Core itself also did dodgy things like PauseAndLock-ing from the CPU Thread and SetState from EmuThread which have been removed.
2016-05-13Core: Threadsafety Synchronization Fixes (Frame Advance / FifoPlayer)EmptyChaos
Fix Frame Advance and FifoPlayer pause/unpause/stop. CPU::EnableStepping is not atomic but is called from multiple threads which races and leaves the system in a random state; also instruction stepping was unstable, m_StepEvent had an almost random value because of the dual purpose it served which could cause races where CPU::Run would SingleStep when it was supposed to be sleeping. FifoPlayer never FinishStateMove()d which was causing it to deadlock. Rather than partially reimplementing CPU::Run, just use CPUCoreBase and then call CPU::Run(). More DRY and less likely to have weird bugs specific to the player (i.e the previous freezing on pause/stop). Refactor PowerPC::state into CPU since it manages the state of the CPU Thread which is controlled by CPU, not PowerPC. This simplifies the architecture somewhat and eliminates races that can be caused by calling PowerPC state functions directly instead of using CPU's (because they bypassed the EnableStepping lock).
2016-05-05SCM: Use std::string.degasus
Those macros may be defined, or not. We should support both cases, so use std::string as it also defines the length of the string.
2016-04-24Android: Also create directorys for the Wii files.degasus
2016-04-24Android: Also copy sys/Wii directory.degasus
Seems like this one was just missed, some games just did not start without it.
2016-02-07[Android] Implement support for real Wiimotes with the DolphinBarRyan Houdek
This is the only way to get Wiimotes working under Android now. This, just like the Wii U Gamecube Controller Adapter, completely goes around Android's limitations and talks with the device directly through USBManager. Couple notes. Continuous scanning must be enabled otherwise the Wiimotes won't be seen. The UI doesn't expose support for this yet. One must change the Wiimote source and continuous scanning settings manually. Testing up to two wiimotes in Taiko No Tatsujin, no reason to believe all four won't work.
2016-01-20Strip the Android shared library file.Ryan Houdek
This cuts down the shared library size from ~11MB to ~5.5MB
2016-01-10[Android] Add support for rotation and minimizing the applicationRyan Houdek
2016-01-10[Android] Pause and resume emulation using proper functionsRyan Houdek
2016-01-06Move Android JNI bits from DolphinWX to the Android folder.Ryan Houdek
2015-05-02Convert the Android source code to the directory structure of a Gradle-based ↵Eder Bastos
Android Studio project.
2013-04-18Update the ant files to build the APK from terminalRyan Houdek
2013-03-19Android mega commit of trash.Ryan Houdek