- Oct 13, 2023
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flodavid authored
When reducing the number of Connecter Controllers, keep the one clicked if it was not the last one of the list
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- Aug 23, 2023
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lat9nq authored
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- Aug 22, 2023
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lat9nq authored
Allows some special interactions with it in the Qt frontend.
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- Mar 18, 2023
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Narr the Reg authored
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- Sep 21, 2022
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Narr the Reg authored
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- Sep 05, 2022
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lat9nq authored
yuzu: Move mini_dump out of core startup_checks: Better exception handling
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- Jul 27, 2022
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Andrea Pappacoda authored
[REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc
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- Jul 24, 2022
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german77 authored
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- Apr 16, 2022
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german77 authored
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- Mar 20, 2022
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ameerj authored
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- Feb 02, 2022
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Narr the Reg authored
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- Nov 25, 2021
- Oct 07, 2021
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lat9nq authored
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- Jan 24, 2021
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german authored
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- Jan 01, 2021
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Morph authored
Increases the controller connection delay to 60ms and refactors it to attempt to disconnect all controllers prior to connecting all controllers in HID.
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- Nov 16, 2020
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Morph authored
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Morph authored
Allows for enabling and modifying vibration and vibration strength per player. Also adds a toggle for enabling/disabling accurate vibrations. Co-authored-by:
Its-Rei <kupfel@gmail.com>
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Morph authored
This will be replaced in favor of per-player vibration strength modifiers.
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Morph authored
This allows setting the vibration strength percentage anywhere from 1% to 100%. Also hooks up the remaining motion button and checkbox in the Controller Applet.
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Morph authored
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Morph authored
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Morph authored
With this, the "Input Devices" combobox should accurately reflect the input device being used and disallows inputs from other input devices unless the input device is set to "Any".
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- Sep 05, 2020
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Morph authored
This allows toggling motion on or off, and allows access to the motion configuration. Also changes the [waiting] text for motion buttons to Shake! as this is how motion is connected to a player.
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- Sep 04, 2020
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Morph authored
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Morph authored
Co-authored-by:
Its-Rei <kupfel@gmail.com>
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- Aug 29, 2020
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FearlessTobi authored
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FearlessTobi authored
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- Aug 27, 2020
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Lioncash authored
Abstracts most of the input mechanisms under an InputSubsystem class that is managed by the frontends, eliminating any static constructors and destructors. This gets rid of global accessor functions and also allows the frontends to have a more fine-grained control over the lifecycle of the input subsystem. This also makes it explicit which interfaces rely on the input subsystem instead of making it opaque in the interface functions. All that remains to migrate over is the factories, which can be done in a separate change.
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- Aug 26, 2020
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Morph authored
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Morph authored
Co-authored-by:
James Rowe <jroweboy@gmail.com> Co-authored-by:
Its-Rei <kupfel@gmail.com>
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- Sep 17, 2019
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Morph authored
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- Aug 02, 2019
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Silent authored
Following screens got fixes: - Configure/Debug - Configure/Input
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- Jun 06, 2019
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Lioncash authored
To prepare for translation support, this makes all of the widgets cognizant of the language change event that occurs whenever installTranslator() is called and automatically retranslates their text where necessary. This is important as calling the backing UI's retranslateUi() is often not enough, particularly in cases where we add our own strings that aren't controlled by it. In that case we need to manually refresh the strings ourselves.
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- Jun 05, 2019
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Lioncash authored
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- May 19, 2019
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Lioncash authored
These are user-facing strings, so they should be localizable.
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