I am not replacing the following header files used by the Windows build,
as I don't have a Windows build setup to test. Please point the Windows
build at the header files inside these clean distribution packages and
garbage collect the duplicates: GLew/*.h and SDL/Include_1.2.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5711 8ced0084-cf51-0410-be5f-012b33b47a6e
Use 10.5 SDK header files in an attempt to keep us honest and
10.5 compatible. I'd do the same with system libraries, but
the linker gives strange errors when I try that. We also link
against third party libraries from Macports that haven't had
any magic 10.5 compat dust sprinkled over them, so maybe it
isn't very important anyway.
Move the OS X variable section in SConstruct upwards a bit to
have the settings apply to more of the config tests. SCons'
ParseConfig causes problems for the -arch tuples, though, so
the SDL check still isn't quite as comprehensive as it should
be.
Put the XCode project out of its misery.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5693 8ced0084-cf51-0410-be5f-012b33b47a6e
the original author, in the About dialog. Ok'ed with him.
WX doesn't reflow text terribly well, so format it manually.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5646 8ced0084-cf51-0410-be5f-012b33b47a6e
Thanks soren for the macosx fixes, this fixes the windows build and eliminates some warning from the same.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5643 8ced0084-cf51-0410-be5f-012b33b47a6e
Fixes a number of problems, including unreliable connection setup,
frequent disconnections, busy-waiting and shutdown deadlocks.
Motion Plus and nunchuk hot swapping now work and Wiiuse does a small
amount of queueing to prevent occasional dropped packets. The OS X
bluetooth stack has no internal input buffering and while a worker
thread can easily keep up with data coming from the Wiimote, the rest
of Dolphin can easily get behind if it is blocked by disk I/O or
similar. Mostly the Wiimote protocol recovers from dropped packets,
but sometimes the Wiimote would get out of sync and send a disconnect.
I wonder if the other platforms might benefit from a bit of queueing
at this layer as well.
Still doesn't support multiple devices, as I kept changing my mind
about how best to do it. I only have one Wiimote anyway..
One improvement to the Wiimote plugin that would be really nice would
be for the scan for new devices to operate continuously or periodically
like on a real Wii rather than just for 5 seconds at startup..
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5640 8ced0084-cf51-0410-be5f-012b33b47a6e
enable newline normalization
get revision number via `hg svn info` for svnrev.h
ignore incremental/generated binary files (windows/VS at least)
leave a comment if some files need native eol set in svnprops
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5637 8ced0084-cf51-0410-be5f-012b33b47a6e
variables, writeable strings and dangerously shadowed variables.
index(), gamma(), exp() and y0() are POSIX functions and using those
names can cause namespace confusion.
A number of C files were missing the final newline required by ANSI C
and some versions of GCC are pedantic enough to complain about this.
These changes simply the scons build, allowing us to get rid of
filterWarnings which is simply more trouble than it's worth.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5574 8ced0084-cf51-0410-be5f-012b33b47a6e
Using Unix tools to operate on a tree containing filename with spaces in them
is really annoying, so rename the handful of instances where there were spaces.
Host.cpp has never been used.
Games tend to lookup the following directories that we don't yet have anything
to put in, so prepopulate them in Data/User/Wii:
title/00010001
title/00010002
title/00010003
title/00010004
title/00010005
title/00010006
title/00010007
meta
shared2/title
Set eol-style native on a number of text files which didn't already have it.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5572 8ced0084-cf51-0410-be5f-012b33b47a6e
Enable -Werror (OS X only so far - please test and enable on other platforms).
Clean up library handling a bit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5504 8ced0084-cf51-0410-be5f-012b33b47a6e
No need to press the "refresh wiimotes" button on pair up anymore, checking the extended pair up box(still experimental) allows u to pair and hook up the wiimote while being ingame. You still need to do the ALT+F5/F6/F7/F8 connect, but you wont need to press the pair up button + refresh button anymore, feel free to test it, its not perfect yes. Just press 1+2 on your Wiimote to pair it up ingame(you need to check the extended pair up box for that feature).
PS I hope I didnt break nonwin32 builds, I gave my best however.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5413 8ced0084-cf51-0410-be5f-012b33b47a6e
simplified CoreTiming::AddEventToQueue
fixed emu.frameadvance and implemented emu.wait
fixed Lua script termination
brought over some luaconf customizations to fix issue 2245 in a better way and deal with certain other scripting problems
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5383 8ced0084-cf51-0410-be5f-012b33b47a6e
If you are having trouble with segmentation faults in linux try "shared_soil=true". That seems to fix the problem. How do we fix this for the static build?
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5182 8ced0084-cf51-0410-be5f-012b33b47a6e
Its meant to fix a problem when the connection timed out it used to return that it had connected.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4751 8ced0084-cf51-0410-be5f-012b33b47a6e
- Add an option to enable the EFB scaled copy *TODO find a better place for it to go.
SOIL - Update stb_image to the latest version (1.16 to 1.18)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4716 8ced0084-cf51-0410-be5f-012b33b47a6e
Release Notes:(COPY AND PASTED)
The October 2009 version of Cg 2.2 contains the following improvements:
Allow compiler options in effect compile statements
e.g. VertexProgram = compile vp40 "-po PosInv=1" shader();
Better performance when running on multicore CPUs
Choosing the "latest" profile is now deferred until effect validation
Improved the inverse matrix computation in cgGLSetStateMatrixParameter
Better memory behavior when a program is repeatedly recompiled
Fixed an issue when using PSIZE semantic with ps_3_0 and ps_4_0 profiles
cgCombinePrograms now works with CG_OBJECT programs
cgGetNextProgram was always returning 0
Fixed a problem with effect parameters and cgGLGetTextureEnum
Allow comments prior to the shader version in D3D asm blocks of an effect
HLSL10: Mark globally scoped temporaries 'static' to keep them out of constant
buffers
HLSL10: Allow any semantic for varyings provided the semantics match
between stages
HLSL10: Fix handling of TEXUNITn semantic
HLSL10: Added support for arrays of samplers
HLSL10: Empty structs for uniform parameters crashed the D3D compiler
Fixed a problem when connecting parameters of type string
Corrected issues in the fp20 profile on Solaris
Now using MesaGLUT-7.5 for GLUT on Windows
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4648 8ced0084-cf51-0410-be5f-012b33b47a6e