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update changelog + ini note
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CHANGELOG.md
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CHANGELOG.md
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* **[Detanup01]** added `premake` build scripts, allowing the project to be built with different toolsets with ease on diffrerent platforms
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* **[Detanup01]** add `premake` build scripts, allowing the project to be built with different toolsets with ease on diffrerent platforms
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for example the project could be built with `Visual Studio` on Windows, or via the `make` tool on Linux
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* **[schmurger]** added progress bar in the achievements list, for achievements that are not earned yet in the overlay.
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also implemented notifications for these progress indications (whenever the game indicates a new progress).
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* **[schmurger]** add progress bar to the achievements in the overlay, only for achievements that are not earned yet.
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also implement notifications for these progress indications (whenever the game indicates a new progress).
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you can disable the achievement progress notifications via `disable_achievement_progress` inside `configs.overlay.ini`
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* **[schmurger]** implemented the function `Steam_User_Stats::GetAchievementProgressLimits()`
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* **[Detanup01]** added missing interfaces `ISteamScreenshot` `v001` and `v002` + fixed lots of build warnings in Visual Studio
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* **[schmurger]** implement the function `Steam_User_Stats::GetAchievementProgressLimits()`
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* **[Detanup01]** add missing interfaces `ISteamScreenshot` `v001` and `v002`
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also fix lots of build warnings in Visual Studio
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* third-party dependencies could now be built with a `premake` script, offering more flexibility.
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for example you can choose to extract or build certain libraries only
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for example you can choose to extract or build certain libraries only, you can also build 32-bit or 64-bit separately
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---
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**check the updated readme**
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**rebuild your dependencies + project!**
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**and re-clone the repo recursively again!**
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---
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* initial support for building with `MSYS2` on Windows, this is still highly experimental and **non-functional**
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the original SDK is created as `MSVC` library, and all games on Windows link with it.
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MinGW toolchain has a completely different ABI and the output binary will **not work**, this is more of tech demo at the moment
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* enable controller support by default for the regular emu build
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* fixed an old buffer overrun bug in `Steam_User_Stats::UpdateAvgRateStat()`
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* fixed an old bug in the shutdown functions, now they will refuse incorrect requests like the original API library, solving a crash in some games
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* fixed a mistake which led to a missing export `g_pSteamClientGameServer` for the API library
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* for Windows ColdClientLoader: allow loading `.ini` file with the same name as the loader
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MinGW toolchain has a completely different **ABI** and the output binary will **not work**, this is more of tech demo at the moment
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* enable controller support by default for the regular API library
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* fix an old buffer overrun bug in `Steam_User_Stats::UpdateAvgRateStat()`
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* fix an old bug in the shutdown functions, now they will refuse incorrect requests like the original API library, solving a crash in some games
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* restore a missing export `g_pSteamClientGameServer` for the API library, removed by mistake
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* avoid overriding `SteamPath` environment variable in `SteamAPI_GetSteamInstallPath()`
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* fix `gameid` decoding bug in matchmaking servers when using `libssq` (source server query)
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* enhance the overlay shutdown sequence, making it able to handle rapid init/shutdown sequence, fixing a crash in some games
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* for Windows `ColdClientLoader`: allow loading `.ini` file with the same name as the loader
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ex: if the loader is named `game_cold_loader.exe`, then it will first try to load `game_cold_loader.ini`,
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if that doesn't exist, it will fallback to `ColdClientLoader.ini`
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* added missing callback in `Steam_UGC::RequestUGCDetails()`
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* re-implemented the way the background thread is spawned & terminated to fix its cleanup sequence + spawn it for gameservers as well
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* enhanced the overlay shutdown sequence, making it able to handle rapid init/shutdown sequence, fixing a crash in some games
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* add missing callback in `Steam_UGC::RequestUGCDetails()`
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* re-implement the way the background thread is spawned & terminated to fix its cleanup sequence + spawn it for gameservers as well
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* corrected callback vs call result in `Steam_Apps::RequestAllProofOfPurchaseKeys()`
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* added new button to the overlay `toggle user info` to show/hide user info, also + make user info hidden by default
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* made all overlay popups toggleable, clicking its button another time will hide or show the popup, depending on its previous state
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* the emu will now termiante the process and generate a file called `EMU_MISSING_INTERFACE.txt` (beside the library) if an app requested a missing interface
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* reduce binaries sizes on Linux by avoiding `-Wl,--whole-archive` and using `-Wl,--start-group -lmylib1 -lmylib2 ... -Wl,--end-group` instead on all libraries,
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allowing the linker to go back and forth between them to resolve missing symbols
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* restore accidentally removed flag for ipv6, for `SteamClient020`
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* make the test achievement in the overlay include a random progress
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* add new button to the overlay `toggle user info` to show/hide user info, also make user info hidden by default
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* make all overlay popups toggleable, clicking its button another time will hide or show the popup, depending on its previous state
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* allow `Steam_User_Stats::ClearAchievement()` to reflect the status in the overlay
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* the emu will now close and generate a file called `EMU_MISSING_INTERFACE.txt` (beside the library) if an app requested a missing interface
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* deprecated and removed the special Git branches `ci-build-*`, they were intended for automation but no longer maintained
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---
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@ -66,6 +66,7 @@ force_steamhttp_success=0
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# env var SteamOverlayGameId breaks Steam Input when the game is added to Steam as a non-steam game
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disable_steamoverlaygameid_env_var=0
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# add many Steam apps to the list of owned DLCs and the emu's list of installed app IDs
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# useful for many Source-based games
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# https://developer.valvesoftware.com/wiki/Steam_Application_IDs
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# https://developer.valvesoftware.com/wiki/Dedicated_Servers_List
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# default=0
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