Age | Commit message (Collapse) | Author |
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Fix undefined behaviour in variadic functions
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While usage of these pointers was technically safe because they
were read through an alignment-aware API, taking the address of an
unaligned pointer was generating warnings in Clang, and is not
strictly necessary here. This change solves the warning and also
protects this code from any future change that might cause it to
start reading unsafely.
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This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
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Passing a type that undergoes default argument promotion as last
argument of a variadic function results in undefined behaviour.
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All these fall through were marked as deliberate, so again I've only
changed the comment to silence GCC.
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Thanks to N.E.C <beholdnec@gmail.com> for this.
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This reverts commit eefa72afa1978a9dea10f5b1833fcc8f58a3468e.
With this patch ConfigManager is broken.
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This fixes tons of warnings with clang from a recent xcode version on
macOS (and possibly other systems) complaining that an instantiation
of _singleton is required but no definition is available.
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The engine data files should be included in the package, so downloading
may not be the best suggestion. Instead refer to the README.
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Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
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_singleid -> _singleId
_gameids -> _gameIds
_guioptions -> _guiOptions
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Without this, this game is almost unplayable, since the
scrolling menus respond to the slightest tilt of the
Wiimote, typically scrolling from the top straight to the
bottom. Using a mouse pointer in the menus is much easier.
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Each engine now only has to provide a single configure.engine file
adding the engine into the configure script, which then produces the
required other files automatically.
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This is now generated automatically by the configure script from the
engine directory names.
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This is the third and final commit enabling fully pluggable engines.
Now providing an engine folder contains a configure.engine, engine.mk
and engine-plugin.h file, it will be picked up automatically by the
configure script.
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This is the second part of allowing engines to be added dynamically.
Each folder in engines/ which must contain a file named "engine.mk"
containing the make definitions for that engine.
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This is the first part of allowing engines to be added dynamically.
They are placed into a folder in engines/ which must contain a file
named "configure.engine" to add the engine, which is pulled into the
top level configure script automatically.
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The memory was allocated with Memory::alloc(), so it should be
freed with Memory::dealloc(), not delete.
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CID 1002106
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This fixes bug #3612682
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"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
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CID 1003986 and CID 1003990.
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LURE: Fix bug #3604370 - "LURE: ANDROID, Action item scrolling too sensitive"
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git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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