{"push_id":561394836,"size":124,"distinct_size":0,"ref":"refs/heads/master","head":"a277172b490f4f720d46b7c6be1bf73b5b47c7a7","before":"0b1d8fae1b4d1a041c03e59fd09fc5e212c87af7","commits":[{"sha":"213eb730d033f2c6181cb40ff1658dbec44538fa","author":{"email":"10a0d93a638a3e4947ef0a1706262350922cdce4@gmail.com","name":"magumagu"},"message":"For idle loops, don't explicitly call CoreTiming::Advance.\n\nThis is more consistent with the way Dolphin behaves with idle skipping off.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/213eb730d033f2c6181cb40ff1658dbec44538fa"},{"sha":"4768d0f0a8a2ebec7a35dc0b11dd953e77e24356","author":{"email":"142c771ad9afefc284807792318336f37d417ab2@gmail.com","name":"CarlKenner"},"message":"This fixes stereoscopic 3D with XFB enabled, for example in the intro in Animal Crossing GameCube NTSC.\nThe maths appears to give crazy impossible answers without this fix, but the cause is all the ints being \"promoted\" to unsigned because of the single unsigned division at the end.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/4768d0f0a8a2ebec7a35dc0b11dd953e77e24356"},{"sha":"6cad635bd887634b1908c61ef6039420890b2ba2","author":{"email":"c54bcefa6abe9e0132bb9588ad77c86acbfbe164@gmail.com","name":"Fog"},"message":"Use ffmpeg for Windows Video Dumping instead of VFW","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/6cad635bd887634b1908c61ef6039420890b2ba2"},{"sha":"937844b9e339d1f6b819e90eeb9bde65f45e833f","author":{"email":"68633657e54a3d87e368206722b1a33a30fc330d@hotmail.com","name":"NanoByte011"},"message":"Initial port of zfreeze branch (3.5-1729)\n\nInitial port of original zfreeze branch (3.5-1729) by neobrain into\nmost recent build of Dolphin.\n\nMakes Rogue Squadron 2 very playable at full speed thanks to recent core\nspeedups made to Dolphin. Works on DirectX Video plugin only for now.\n\nEnjoy!  and Merry Xmas!!","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/937844b9e339d1f6b819e90eeb9bde65f45e833f"},{"sha":"613781c7650d3cbd494a212eacdff10ea5140894","author":{"email":"68633657e54a3d87e368206722b1a33a30fc330d@hotmail.com","name":"NanoByte011"},"message":"Cleanup and refactor of zfreeze port\n\nBased on the feedback from pull request #1767 I have put in most of\ndegasus's suggestions in here now.\n\nI think we have a real winner here as moving the code to\nVertexManagerBase for a function has allowed OGL to utilize zfreeze now\n:)\n\nCorrect use of the vertex pointer has also corrected most of the issue\nfound in pull request #1767 that JMC47 stated.  Which also for me now\nhas Mario Tennis working with no polygon spikes on the characters\nanymore!  Shadows are still an issue and probably in the other games\nwith shadow problems.  Rebel Strike also seems better but random skybox\nglitches can show up.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/613781c7650d3cbd494a212eacdff10ea5140894"},{"sha":"418296961cba39e4ae5bc441b3f52bf1459ad2bb","author":{"email":"3de6e75f846c5fb0bd2817ac1ccee59ae82d8a6f@gmail.com","name":"Scott Mansell"},"message":"Fix various issues with zfreeze implemntation.\n\nResults are still not correct, but things are getting closer.\n\n * Don't cull CULLALL primitives so early so they can be used as reference\n        planes.\n * Convert CalculateZSlope to screenspace coordinates.\n * Convert Pixelshader to screenspace coordinates (instead of worldspace\n        xy coordinates, which is totally wrong)\n * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done\n        before.\n\nProgress:\n * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file\n         selection are missing)\n * Shadows draw 100% correctly in NHL 2003.\n * Mario golf menu renders correctly.\n * NFS: HP2, shadows sometimes render on top of car or below the road.\n * Mario Tennis, courts and shadows render correctly, but at wrong depth\n * Blood Omen 2, doesn't work.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/418296961cba39e4ae5bc441b3f52bf1459ad2bb"},{"sha":"88c7afd315d06c27e459a8352f753cdeca5a1fe5","author":{"email":"3de6e75f846c5fb0bd2817ac1ccee59ae82d8a6f@gmail.com","name":"Scott Mansell"},"message":"Make zfreeze use screenspace coordinates independant of IR.\n\nOpenGL requires the y coordinates to be flipped.\n\nAlso refactored PixelGen code to remove duplicate code.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/88c7afd315d06c27e459a8352f753cdeca5a1fe5"},{"sha":"6d5065c58d06e14a0c92632ce794958ddff977f3","author":{"email":"3de6e75f846c5fb0bd2817ac1ccee59ae82d8a6f@gmail.com","name":"Scott Mansell"},"message":"Fix pixelshader constant offsets.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/6d5065c58d06e14a0c92632ce794958ddff977f3"},{"sha":"add59b3bea032e331363dcf28361f8e0de65e43d","author":{"email":"68633657e54a3d87e368206722b1a33a30fc330d@hotmail.com","name":"NanoByte011"},"message":"Fixes Mario Tennis Gimmick Courts and adds support for FastDepthCalc\n\n- Calculate ZSlope every flush but only set PixelShader Constant on Reset Buffer when zfreeze\n- Fixed another Pixel Shader bug in D3D that was giving me grief","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/add59b3bea032e331363dcf28361f8e0de65e43d"},{"sha":"128d3036564e99fd3c8d7e6ae45eb17e43d0c95f","author":{"email":"3de6e75f846c5fb0bd2817ac1ccee59ae82d8a6f@gmail.com","name":"Scott Mansell"},"message":"Reduce number of divisions in screenspace transform.\n\nThis is closer to what the hardware does anyway.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/128d3036564e99fd3c8d7e6ae45eb17e43d0c95f"},{"sha":"e88c02dece0e5e8d3b019fd0137eab790d6d2036","author":{"email":"3de6e75f846c5fb0bd2817ac1ccee59ae82d8a6f@gmail.com","name":"Scott Mansell"},"message":"Ensure that ZSlopes save/restore state correctly.\n\nHad to re-do *ShaderManager so they saved their constant arrays\ninstead of completly rebuilding them on restore state.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/e88c02dece0e5e8d3b019fd0137eab790d6d2036"},{"sha":"daf760b20245c2e397a98da94e80c15be9090657","author":{"email":"3de6e75f846c5fb0bd2817ac1ccee59ae82d8a6f@gmail.com","name":"Scott Mansell"},"message":"A few small cleanups based on code review.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/daf760b20245c2e397a98da94e80c15be9090657"},{"sha":"6470227a399d3ab81bc99ee9bfa8b0a32c40fa80","author":{"email":"33d7cd4a1f0d888153f3d082cbe6845e291b1c76@gmail.com","name":"Ryan Houdek"},"message":"[AArch64] Minor fix in the UMULH/SMULH.\nThese two instructions ignore the register encoded in to RA.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/6470227a399d3ab81bc99ee9bfa8b0a32c40fa80"},{"sha":"5510c86b8133ec734ba490b700d4f432d98f71a7","author":{"email":"3de6e75f846c5fb0bd2817ac1ccee59ae82d8a6f@gmail.com","name":"Scott Mansell"},"message":"Move Zfreeze code out individual backends into videoCommon\n\nAlso:\n * Implement support for per-vertex PosMatrixIndex\n * Only update zslope constant once when zfreeze is activated.\n * Added a bunch of comments.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/5510c86b8133ec734ba490b700d4f432d98f71a7"},{"sha":"6659c15bedd4add4bd536394900e74ab6b7d6648","author":{"email":"10a0d93a638a3e4947ef0a1706262350922cdce4@gmail.com","name":"magumagu"},"message":"Remove EFB to RAM cache, and simplify code.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/6659c15bedd4add4bd536394900e74ab6b7d6648"},{"sha":"189528171b0694ec7957cbb718e05d7d92e01d12","author":{"email":"33d7cd4a1f0d888153f3d082cbe6845e291b1c76@gmail.com","name":"Ryan Houdek"},"message":"Remove an old GLES define that I missed.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/189528171b0694ec7957cbb718e05d7d92e01d12"},{"sha":"18cee2dcc72bf3b049b4d80498408f6fe4edd5a7","author":{"email":"be2ab879c167fe894452d6cbefc8b45b33935bdb@gmail.com","name":"skidau"},"message":"Added second parameter for the eject disc via StopMotor DI command.  The AGP disc expects the disc to still be readable after sending an eject command.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/18cee2dcc72bf3b049b4d80498408f6fe4edd5a7"},{"sha":"a7299a7ffff9180a3414c5da48c27aa08571e66c","author":{"email":"be2ab879c167fe894452d6cbefc8b45b33935bdb@gmail.com","name":"skidau"},"message":"Added support for AGP.  Original patch by GreyRogue.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/a7299a7ffff9180a3414c5da48c27aa08571e66c"},{"sha":"8a561b57c35f9b5c76efbf73a7bbf14e622440b0","author":{"email":"be2ab879c167fe894452d6cbefc8b45b33935bdb@gmail.com","name":"skidau"},"message":"Added EEPROM saving to file.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/8a561b57c35f9b5c76efbf73a7bbf14e622440b0"},{"sha":"7dafad5a8bdf0c600e1baeb95c11f6f009590999","author":{"email":"be2ab879c167fe894452d6cbefc8b45b33935bdb@gmail.com","name":"skidau"},"message":"On DCBZ, mask the memory address to ensure that the address is within physical memory.  The AGP disc DCBZ's against an out of bounds physical address.","distinct":false,"url":"https://api.github.com/repos/lioncash/dolphin/commits/7dafad5a8bdf0c600e1baeb95c11f6f009590999"}]}