Because of the previous commit, this is needed to stop DolphinQt from
forgetting that the user pressed ignore whenever any part of the config
is changed.
This commit also changes the behavior a bit on DolphinQt: "Ignore for
this session" now applies to the current emulation session instead of
the current Dolphin launch. This matches how it already worked on
Android, and is in my opinion better because it means the user won't
lose out on important panic alerts in a game becase they played another
game first that had repeated panic alerts that they wanted to ignore.
For Android, this commit isn't necessary, but it makes the code cleaner.
* 'hangle' was a typo
* Light colors include an alpha value, so they should be 8 characters, not 6
* The XF command format adds 1 to the count internally (so 0 is one word), but we need to subtract that back to produce a valid command
* XFMEM_POSTMATRICES was calculating the row by subtracting XFMEM_POSMATRICES (POS vs POST), resulting in incorrect row numbering
For a few years now, I've been thinking it would be nice to make Dolphin
support reading Wii games in the format they come in when you download
them from the Wii U eShop. The Wii U eShop has some good deals on Wii
games (Metroid Prime Trilogy especially is rather expensive if you try
to buy it physically!), and it's the only place right now where you can
buy Wii games digitally.
Of course, Nintendo being Nintendo, next year they're going to shut down
this only place where you can buy Wii games digitally. I kind of wish I
had implemented this feature earlier so that people would've had ample
time to buy the games they want, but... better late than never, right?
I used MIT-licensed code from the NOD library as a reference when
implementing this. None of the code has been directly copied, but
you may notice that the names of the struct members are very similar.
c1635245b8/lib/DiscIONFS.cpp
* moves dolphin-specific settings out of Base.props
* creates exports.props for externals, allowing to easily import
individual Externals
* corrects some cruft that accumulated and probably contributed
to msbuild overbuilding
Before, Free Look would accept background input by default, which means it was easy to accidentally move the camera while typing in another window. (This is because HotkeyScheduler::Run sets the input gate to `true` after it's copied the hotkey state, supposedly for other threads (though `SetInputGate` uses a `thread_local` variable so I'm not 100% sure that's correct) and for the GBA windows (which always accept unfocused input, presumably because they won't be focused normally).