* Added checkbox in the Settings dialog for logging/editing shader
programs.
* Added "Programs" tab to the RSX Debugger. Double-click on the entries
to view/edit the shaders. Click on "Yes" after closing the editor will
recompile your program even if no changes were done.
* Replaced "Ctrl+C" shortcut for running the emulator with "Ctrl+E" to
avoid accidentally unpausing the emulator when copying text.
* Added glDetachShader to GLProcTable.tbl
NOTE: There is a known bug: For some reason, certain shaders refuse to
compile again, even if you save the original shader as the "new" one.
* Fixed identation inconsistency after last merge.
* Replaced uint32_t with u32 in LinearToSwizzleAddress.
* Replaced hardcoded values with defined GCM constants (in Emu/GS/GCM.h)
in some switch statements.
This commit won't produce any changes in the RPCS3 executable. It's just
to make the code easier to read.
* Restored deleted functions in FuncList.cpp
* Fixed bugs in TRPLoader.
* Implemented some sceNpTrophy syscalls.
* Added sceNp headers (required for sceNpTrophy).
* Updated .gitignore to ignore trophies.
NOTE: Thanks to the new sceNpTrophy syscalls, RPCS3 can install the
trophy contents in dev_hdd0/home/00000001/trophy/. Remember this is
still on an experimental stage.
also added tentative blocksize and sys_game_procexit support
added final cache support and improved the process chainloading error messages
don't ignore cache directory in the .gitignore
add warning for clearing cache
* cellGameContentPermit and cellGameBootCheck updated.
* Checkbox in the Settings dialog, for enabling logging.
* Fixed GUI issue in the InterpreterDisAsmFrame.
* Fixed -dirty flag in wxWidgets submodule.
* cellFsOpendir, cellFsReaddir, cellFsClosedir functions implemented.
* vfsDirBase: m_entryes, GetEntryes renamed to m_entries, GetEntries
respectively.
* vfsLocalDir: Read() function added to get the entries one by one.
* Moved IsExists() from vfsLocalDir to vfsDirBase to avoid "R6025 pure
virtual function call" error.
* Other minor changes in some functions of sys_fs
-Now, all the games using rendering text using
cellFontRenderCharGlyphImage and all the related functions should work,
or at least don't crash.
-There are still issues with the character position on surface, and in
some cases, it renders the text with a different font than the one the
game specified. A lot of cellFont stuff is still missing or may be not
properly implemented.
-For games using system-embedded fontsets you have to find a *legal* way
to copy the .TTF files from your PS3 into dev_flash/data/font.