* Add en resource and change language selection for macos user that don't have US as their system region
* default to English if the system language is unavailable
std::unordered_set is implemented as a flat hashtable on libstdc++ which makes clearing expensive due to invoking memset on the entire table. To get the best performance across all platforms this replaces the unordered_set with a custom high-performance sparse bitset
- Controller profile filenames now encode unicode characters correctly
- Removed dependency on boost::filesystem. There is still an indirect dependency on it from another boost module it seems
- Refactored some code to use FileStream instead of ifstream/ofstream
On MacOS this fixes the framerate being too high due to discontinuities in the timer that drives the emulated vsync. It also fixes behavior of the GetTickCount() wrapper.
Removes the -DPUBLIC_RELEASE flag. Cemu's debug asserts are now only enabled if the build configuration is Debug. Similarly, on Windows the console is only shown for Debug builds.
- Fixed an issue where the toolbar icons for the debugger were resized to 1x1
- On Windows we now load the PNG UI icons from the header-embedded pngs (`resource/embedded`) instead of via `cemu.rc` to match behavior of other platforms
* fixed building on macos, needs OBJC and OBJXX to be enabled
* changed to weak ordering due to string comparison not being strong ordering
* Use raw PNG bytes from "resource/embedded/resources.h" in all windows too
When a game tries to generate Miis without the FFL files being dumped (<mlc>/sys/title/0005001b/10056000/content/) it will cause it to create and use a texture with invalid parameters.
This workaround catches and replaces bad texture parameters to avoid crashing further down the line.
Resolves crashes in Sonic Lost World, Super Mario 3D World and probably a few others.
We had this workaround in pre-2.0 Cemu already but it was dropped during refactoring.
Refactored to pre-calculate the game list row colors at the beginning of the function. If the background color is almost white as it is on Windows, we'll use the previous bluish secondary color instead of grey-scale lightness adjustment.
This broke while refactoring code for the 2.0 release. Resolves Tokyo Mirage Session and Pokken freezing on boot. Probably also affects some other games
Also updated .gitignore
Fixed various issues related to title names:
1. If console language is set to non-English, the title names in Title Manager may be empty.
2. Game list do not show custom names if list style set to icon or small icon.
3. Custom title names for some languages (like JP or CN) appear confusing if re-edited.
4. Unexpected overrides of variable values in ParsedMetaXml.h
The icon view was all broken from having entries inserted with non
loaded icons, resulting in a layout that had the wrong size and no
obvious way to trigger a resizing without incurring a costly window
redraw.
Solution: When the icon is not yet loaded insert a transparent
placeholder icon.
std::is_same_v<decltype(0LL), int64_t> does not evaluate the same on
Linux Clang and MSVC. MSVC returns true but Clang and GCC both returns
false resulting in failing to read the game id from the XML file and
therefore rebuilding the cache.
Solution: Don't rely on the type of 0LL and 0ULL literals but explicitly
provide the type of the field we are trying to read.
2.0 introduced a race condition where the shader cache loading screen could load shaders before the graphic packs finished activating, potentially bypassing custom shaders.
Also removed legacy GraphicPack interface (GraphicPack.cpp/.h) since it was only kept around for Cemuhook and removed u8string variant of cemuLog_force since it's no longer used
* Make PPC threads/texture cache info window columns untranslatable
* Make several window titles translatable
* Make About window text translatable
* Fix <profile name> placeholder not being recognized as translatable
* Miscellaneous improvements to GUI strings
* Add a few missing entries to gitignore
* Adjust Italian translation of Linux files