* Initial mod loader implementation.
* Allow iterating in mod directories.
* Initial append archive implementation.
* Avoid calling function wrappers when loading append ARs.
For some reason they cause issues. Should investigate later.
* UMM merge archive support.
* Load merge archives without archive lists.
* Less thread locals.
I shouldn't worry about string allocations this much when the game itself spams them...
* Check for read-only UMM archives.
TODO: Skip merging as it's currently just doing duplicate loads.
* Skip loading merge archives if they are read-only.
* Merge only archives.
* Implement decompression.
* Fix append ARLs not loading.
* Initial save file redirection implementation.
* Slightly refactor resolved path usage.
* Implement save file redirection fallback.
* Set a default save file path if none is provided.
* Check for enabled option & replace backward slashes with forward ones in mod save file paths.
* Convert back slashes to forward ones when iterating directories.
* Make CSB limit dynamic.
* Cache append/merge archive lookups.
* Close stream after reading compressed ARL.
* Fix UMM/HMM ARL file path inconsistency.
* Experimenting with syncing the render thread.
* Separate wait functions for swap chains.
* Sync render thread present to the main thread.
* Move present to main thread and frame limit after presenting.
* g_next -> s_next
* Fix Vulkan validation errors.
* Make max frame latency configurable.
* Fix loading thread breaking waitable swap chain order.
* Initial Linux attempt.
* Add clang toolchain & make tools compile.
* vcpkg as submodule.
* First implementation of IO rewrite. (#31)
* Fix directory iteration resolving symlinks.
* Refactor kernel objects to be lock-free.
* Implement guest critical sections using std::atomic.
* Make D3D12 support optional. (#33)
* Make D3D12 support optional.
* Update ShaderRecomp, fix macros.
* Replace QueryPerformanceCounter. (#35)
* Add Linux home path for GetUserPath(). (#36)
* Cross-platform Sleep. (#37)
* Add mmap implementations for virtual allocation. (#38)
* Cross-platform TLS. (#34)
* Cross-platform TLS.
* Fix front() to back(), use Mutex.
* Fix global variable namings.
---------
Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
* Unicode support. (#39)
* Replace CreateDirectoryA with Unicode version.
* Cross platform thread implementation. (#41)
* Cross-platform thread implementation.
* Put set thread name calls behind a Win32 macro.
* Cross-platform semaphore implementation. (#43)
* xam: use SDL for keyboard input
* Cross-platform atomic operations. (#44)
* Cross-platform spin lock implementation.
* Cross-platform reference counting.
* Cross-platform event implementation. (#47)
* Compiling and running on Linux. (#49)
* Current work trying to get it to compile.
* Update vcpkg.json baseline.
* vcpkg, memory mapped file.
* Bitscan forward.
* Fix localtime_s.
* FPS patches high res clock.
* Rename Window to GameWindow. Fix guest pointers.
* GetCurrentThreadID gone.
* Code cache pointers, RenderWindow type.
* Add Linux stubs.
* Refactor Config.
* Fix paths.
* Add linux-release config.
* FS fixes.
* Fix Windows compilation errors & unicode converter crash.
* Rename physical memory allocation functions to not clash with X11.
* Fix NULL character being added on RtlMultiByteToUnicodeN.
* Use std::exit.
* Add protection to memory on Linux.
* Convert majority of dependencies to submodules. (#48)
* Convert majority of dependencies to submodules.
* Don't compile header-only libraries.
* Fix a few incorrect data types.
* Fix config directory.
* Unicode fixes & sizeof asserts.
* Change the exit function to not call static destructors.
* Fix files picker.
* Add RelWithDebInfo preset for Linux.
* Implement OS Restart on Linux. (#50)
---------
Co-authored-by: Dario <dariosamo@gmail.com>
* Update PowerRecomp.
* Add Env Var detection for VCPKG_ROOT, add DLC detection.
* Use error code version on DLC directory iterator.
* Set D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED flag.
* Linux flatpak. (#51)
* Add flatpak support.
* Add game install directory override for flatpak.
* Flatpak'ing.
* Flatpak it some more.
* We flat it, we pak it.
* Flatpak'd.
* The Marvelous Misadventures of Flatpak.
* Attempt to change logic of NFD and show error.
* Flattenpakken.
* Use game install directory instead of current path.
* Attempt to fix line endings.
* Update io.github.hedge_dev.unleashedrecomp.json
* Fix system time query implementation.
* Add Present Wait to Vulkan to improve frame pacing and reduce latency. (#53)
* Add present wait support to Vulkan.
* Default to triple buffering if presentWait is supported.
* Bracey fellas.
* Update paths.h
* SDL2 audio (again). (#52)
* Implement SDL2 audio (again).
* Call timeBeginPeriod/timeEndPeriod.
* Replace miniaudio with SDL mixer.
* Queue audio samples in a separate thread.
* Enable CMake option override policy & fix compilation error.
* Fix compilation error on Linux.
* Fix but also trim shared strings.
* Wayland support. (#55)
* Make channel index a global variable in embedded player.
* Fix SDL Audio selection for OGG on Flatpak.
* Minor installer wizard fixes.
* Fix compilation error.
* Yield in model consumer and pipeline compiler threads.
* Special case Sleep(0) to yield on Linux.
* Add App Id hint.
* Correct implementation for auto reset events. (#57)
---------
Co-authored-by: Dario <dariosamo@gmail.com>
Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
* options_menu: implemented value thumbnails
* options_menu: use config ptrs as thumbnail keys, added named thumbnails
* options_menu_thumbnails: move header to cpp