5.0-16895 2 anni, 4 mesi fa DiscIO/VolumeVerifier: Avoid out-of-bounds reads on trimmed Wii ISOs. (PR #10838 da AdmiralCurtiss)
5.0-16893 2 anni, 4 mesi fa VideoCommon: Properly mask fbfetch logic op emulation (PR #10841 da tellowkrinkle)
5.0-16891 2 anni, 4 mesi fa Wii SD Card Folder Syncing (PR #10590 da AdmiralCurtiss)
5.0-16875 2 anni, 4 mesi fa Add Bloom Definitions for Sin and Punishment 2 (PR #10822 da SilentHeII)
5.0-16873 2 anni, 4 mesi fa MsgHandler: Add a check for libfmt version to fix build with libfmt-9 (PR #10825 da Rudolchr)
5.0-16871 2 anni, 4 mesi fa Common/Network+BBA/Builtin: Cleanup (PR #10831 da sepalani)
5.0-16861 2 anni, 4 mesi fa ControllerInterface: Add support for motion and rumble to SDL backend (PR #10561 da shuffle2)
5.0-16853 2 anni, 4 mesi fa Common: Fix CountTrailingZeros for weird compilers (PR #10832 da tellowkrinkle)
5.0-16851 2 anni, 4 mesi fa VideoCommon: Fix ubershaders on MoltenVK Intel (PR #10749 da tellowkrinkle)
5.0-16848 2 anni, 4 mesi fa Arm64Emitter: Simplify LogicalImm logic (PR #10807 da merryhime)
5.0-16843 2 anni, 4 mesi fa Fix CMake Windows build after #10673 (HLSL from SPIRV). (PR #10829 da AdmiralCurtiss)
5.0-16840 2 anni, 4 mesi fa ShaderCompiler: Use compute shader header in compute shaders (PR #10830 da OatmealDome)
5.0-16838 2 anni, 4 mesi fa BBA: Added BuiltIn device that allow BBA emulation without the need o… (PR #10690 da schthack)
5.0-16835 2 anni, 4 mesi fa JitArm64: Fix GPR unlocking in psq_stXX (PR #10827 da JosJuice)
5.0-16833 2 anni, 4 mesi fa ShaderCache: Fix inverted usage of palette_format. (PR #10824 da AdmiralCurtiss)
5.0-16831 2 anni, 4 mesi fa VideoCommon: Fix D3D shader compilation warnings (PR #10819 da Dentomologist)
5.0-16827 2 anni, 4 mesi fa GameINI: Disable XFB to Texture Only with Resident Evil 0 (PR #10287 da OatmealDome)
5.0-16825 2 anni, 4 mesi fa UICommon: Add support for portable.txt on macOS (PR #10430 da OatmealDome)
5.0-16823 2 anni, 4 mesi fa JitArm64: Implement "soft MMU" (PR #10745 da JosJuice)
5.0-16815 2 anni, 4 mesi fa D3D: Generate HLSL from SPIRV* (PR #10673 da iwubcode)