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2ff2852771d7b38576832f73201b531e2f23212a
dolphin
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daco65
2ff2852771
Njoy: added an option to choose what kind of analog filtering you want. it should be changeable when you choose to view advanced settings. this solved my analog/digital config problems i had and it *should* still work for those who had np with Jpeterson's change. i was told the wiimote had the same problem (makes sense) but im not sure if alot of ppl had that problem with their controllers so i have kept it as an ini changeable option only (set AdvancedMapFilter to True to use the same filtering as Njoy 0.3 does with AdvancedMapFilter enabled.
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git-svn-id:
https://dolphin-emu.googlecode.com/svn/trunk@2180
8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-09 18:43:03 +00:00
..
Common
Add Release_JITIL configuration to use magumagu's JIT instead under windows (currently 32-bit only) (this is intended to be temporary). Add comment about crashes with JITIL in Burnout2 and Animal Crossing. Some warning disables and cleanups.
2009-02-08 13:09:58 +00:00
Core
Commited chaoscode's patch to fix re2 and mp1
2009-02-09 18:31:16 +00:00
DebuggerWX
Video and DSP plugin management: Fixed Stop and Start again, it was necessary to call FreeLibrary() on Start instead of on Stop, I don't know why but that's how it works
2009-02-08 10:09:26 +00:00
DiscIO
fix again, JP please check it. don't forget clear your cache!
2009-02-09 15:41:28 +00:00
DolphinWX
Last commit: Typo
2009-02-09 15:31:00 +00:00
InputCommon
Njoy: added an option to choose what kind of analog filtering you want. it should be changeable when you choose to view advanced settings. this solved my analog/digital config problems i had and it *should* still work for those who had np with Jpeterson's change. i was told the wiimote had the same problem (makes sense) but im not sure if alot of ppl had that problem with their controllers so i have kept it as an ini changeable option only (set AdvancedMapFilter to True to use the same filtering as Njoy 0.3 does with AdvancedMapFilter enabled.
2009-02-09 18:43:03 +00:00
VideoCommon
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
2009-02-08 22:08:20 +00:00