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dolphin
4.0-hotfixes
master
release-prep-2407
release-prep-2409
release-prep-2412
release-prep-2503
release-prep-2503a
release-prep-2506
release-prep-2506a
release-prep-2509
release-prep-2512
release-prep-2603
release-prep-2603a
release-prep-2606
stable
GameCube and Wii emulator
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Age
Commit message (
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Author
2011-06-11
Revert r7421 and r7422.
NeoBrainX
2011-06-10
just a little cleanup to maintain minimal interfaces
Rodolfo Osvaldo Bogado
2011-06-08
We need to require at least shader 2.0a now
Sonicadvance1
2011-06-05
fix build
Jordan Woyak
2011-06-04
Allows DX9 shaders to be SM2 compatible again at the loss of accuracy. SM3 is...
Sonicadvance1
2011-06-02
Last major UI change before release.
NeoBrainX
2011-05-31
Fix applying anti-aliasing without having to open the gfx config. Thanks to s...
NeoBrainX
2011-05-18
Fix issue 4509
Nolan Check
2011-05-12
Don't resize render target to handle out-of-bounds viewports. Instead, adjust...
Nolan Check
2011-05-07
OGL: Fix changing MSAA mode during emulation.
NeoBrainX
2011-05-06
DX9: Pay attention to the pitch of a locked surface.
Nolan Check
2011-04-30
Fix "Disable Lighting" in D3D9 and D3D11.
NeoBrainX
2011-04-30
Fix EFB format change emulation in D3D11 if MSAA is enabled.
NeoBrainX
2011-04-30
Add a partial fix for 4xSSAA in D3D9 (issue 4090).
NeoBrainX
2011-04-25
Remove configuration profile support.
NeoBrainX
2011-04-17
Fix a few strings for translation.
Glenn Rice
2011-04-15
DX11: I think I've figured out where the game enables texture offsets for lin...
Nolan Check
2011-04-15
DX11: Resolve multisampled EFB before encoding.
Nolan Check
2011-04-11
Fix an error introduced in r7083. In the pixel shader manager the farZ and zR...
donkopunchstania
2011-04-02
Revert r7086.
NeoBrainX
2011-04-01
roll back r7431
smelenchuk
2011-04-01
Add a "force no texture filter" option, useful for some 2D games (like Mega M...
smelenchuk
2011-03-31
Fixed issue 4141.(key press beeping) Initializing the video backend in the GU...
Jordan Woyak
2011-03-30
DX11: Fix issue 4345
Nolan Check
2011-03-30
Eliminated a memcpy in DX11's vertex shader disk cache loading. Maybe games w...
Jordan Woyak
2011-03-30
I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manu...
Jordan Woyak
2011-03-28
DX11: Correct line width and point size by taking viewport rect into account....
Nolan Check
2011-03-25
When using the "Start Renderer in Fullscreen" option, really start in fullscr...
Glenn Rice
2011-03-24
Have DX9 plugin also dump frames on every VI as opposed to every new frame (f...
smelenchuk
2011-03-23
Fix a few issues with the size of the logger pane.
Glenn Rice
2011-03-22
Fixed some memory leaks. Only one was mine ;P
Jordan Woyak
2011-03-21
* GUI Video-Settings changes:
gnick79
2011-03-21
Moved per-game graphics configuration to the game-list right click menu. It w...
Jordan Woyak
2011-03-21
Partial fix for 3D Vision.
Matt Callaghan
2011-03-20
Simplify the SCons build:
Soren Jorvang
2011-03-19
Game-specific video settings:
skidau
2011-03-17
Eliminated memory leaks of the save state code and put it in a namespace. It ...
Jordan Woyak
2011-03-17
Make sure that the video software backend doesn't get stuck in an infinite lo...
Glenn Rice
2011-03-16
Fix the framerate counter of the software graphic backend.
sl1nk3.s
2011-03-16
Hack Misc.cpp into building on OS X.
Soren Jorvang
2011-03-16
Fix the video software backend. (closes issue 4269)
sl1nk3.s
2011-03-16
More work on making dialogs close when escape is pressed, and some general GU...
Glenn Rice
2011-03-16
DX11: Preserve w coordinates of lines and points. Fixes glitches when a line ...
Nolan Check
2011-03-15
A bit of cleanup to Core Init/Stop, Frame, and Main. Cleanup XAudio2 to attem...
Jordan Woyak
2011-03-15
DX11: Don't apply culling to lines and points. Fixes Metroid Prime beam-charg...
Nolan Check
2011-03-14
Yikes, I have no idea how this happened.
Nolan Check
2011-03-14
DX11: Support thick lines and large points with geometry shaders. Lines still...
Nolan Check
2011-03-12
Attempt to fix issue 4234.
Nolan Check
2011-03-12
Fix things so that those who wish to compile with -std=c++0x can. To active ...
Glenn Rice
2011-03-11
Probably should use the IOFile built in mechanism to check if the file is open.
Glenn Rice
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