Hello any fellow developers that may be reading this. Whenever you add
any new locales to `en_US.json`, please make sure to add them to the
rest of the locale files. I will not always be there to add them myself.
This should hopefully make it clearer whether or not you're using
canary.
Changelog:
- Changed github workflows to have "canary" in the zip files
- Added `App.FullAppName` in the about section, so that it's clear in
there too
- Changed log name for canary builds to
`Ryujinx_Canary_{version}_{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.log`
(normal builds should still be
"Ryujinx_{version}_{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.log)
Fixes a bug that causes the main window to not size properly when the
TitleBar is enabled (i.e.: when the TitleBar and MenuStrip are separate
entities). Corrects the size for main window startup and when a user
clicks a "View > Window Size > *Resolution Here*" MenuStripItem
Prior to this fix if a user selects 720p/1080p and "Show Title Bar" is
enabled, the window would be sized smaller than intended and display
black bars on the sides of the render area
I participated in the Ryujinx Korean localisation through crowdin, but
there were some parts that I couldn't express in my own colours because
of the existing translation, but I started from scratch and coloured it
with my own colours.
There were some duplicates while editing, so I fixed them all.
These changes allow players to matchmake for local wireless using a LDN
server. The network implementation originates from Berry's public TCP
RyuLDN fork. Logo and unrelated changes have been removed.
Additionally displays LDN game status in the game selection window when
RyuLDN is enabled.
Functionality is only enabled while network mode is set to "RyuLDN" in
the settings.
When switching between players' gamepads while saving settings, then
returning to the previous player, the settings show the default settings
instead of the actual settings applied
* Fixed faulty colon formatting and wrong translations
(The wrong translatations were mostly my fault but you don't need to know that)
* Fixed a typo
* Fixed a couple more colons
* Changed DRamTooltip
* Update fr_FR.json
* Automatically remove invalid dlc and updates as part of auto load
Fixed some minor label spacing issues in options dialog
Removal of unused variable in input view model
* Fixed missing french message for AutoloadDlcAddedMessage
Implement shader compile counter (currently not translated, will change, need to pull changes.)
Remove event logic in favor of a single init function.
Thanks @MutantAura
The future of the site is almost certainly for it to go offline, so any HTTP requests needed to be delegated elsewhere or removed entirely to ensure smooth operation of the emulator.
Specifically, this setting causes the translation load core count to get reduced by two-thirds, for lower-power but still fast loading, and for unstable CPUs.
* Add hooks to ApplicationLibrary for loading DLC/updates
* Trigger DLC/update load on games refresh
* Initial moving of DLC/updates to UI.Common
* Use new models in ApplicationLibrary
* Make dlc/updates records; use ApplicationLibrary for loading logic
* Fix a bug with DLC window; rework some logic
* Auto-load bundled DLC on startup
* Autoload DLC
* Add setting for autoloading dlc/updates
* Remove dead code; bind to AppLibrary apps directly in mainwindow
* Stub out bulk dlc menu item
* Add localization; stub out bulk load updates
* Set autoload dirs explicitly
* Begin extracting updates to match DLC refactors
* Add title update autoloading
* Reduce size of settings sections
* Better cache lookup for apps
* Dont reload entire library on game version change
* Remove ApplicationAdded event; always enumerate nsp when autoloading
This way exceptions thrown during the execution of CheckLaunchState()
will correctly invoke the unhandled exception handler
and cause Ryujinx to crash.
* Add area sampling scaler to allow for super-sampled anti-aliasing.
* Area scaling filter doesn't have a scaling level.
* Add further clarification to the tooltip on how to achieve supersampling.
* ShaderHelper: Merge the two CompileProgram functions.
* Convert tabs to spaces in area scaling shaders
* Fixup Vulkan and OpenGL project files.
* AreaScaling: Replace texture() by texelFetch() and use integer vectors.
No functional difference, but it cleans up the code a bit.
* AreaScaling: Delete unused sharpening level member.
Also rename _scale to _sharpeningLevel for clarity and consistency.
* AreaScaling: Delete unused scaleX/scaleY uniforms.
* AreaScaling: Force the alpha to 1 when storing the pixel.
* AreaScaling: Remove left-over sharpening buffer.
* Vulkan: Feedback loop improvements
This PR allows the Vulkan backend to detect attachment feedback loops. These are currently used in the following ways:
- Partial use of VK_EXT_attachment_feedback_loop_layout
- All renderable textures have AttachmentFeedbackLoopBitExt
- Compile pipelines with Color/DepthStencil feedback loop flags when present
- Support using FragmentBarrier for feedback loops (fixes regressions from https://github.com/Ryujinx/Ryujinx/pull/7012 )
TODO:
- AMD GPUs may need layout transitions for it to properly allow textures to be used in feedback loops.
- Use dynamic state for feedback loops. The background pipeline will always miss since feedback loop state isn't known on the GPU project.
- How is the barrier dependency flag used? (DXVK just ignores it, there's no vulkan validation...)
- Improve subpass dependencies to fix validation errors
* Mark field readonly
* Add feedback loop dynamic state
* fix: add MoltenVK resolver workaround
fix: add MoltenVK resolver workaround
* Formatting
* Fix more complaints
* RADV dcc workaround
* Use dynamic state properly, cleanup.
* Use aspects flags in more places