* Add back fixed trophy type icons to trophy viewer
* Remove unused declaration until it is needed again
* Fix trophy pop-up icons
* Adjust size and alignment based on trophy name length
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Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
* QT: Various interface fixes
* fix close without saving
* +
* +
using the save and close buttons, everything works fine, but when using the X button it doesn't work very well...
* fix close (X) without saving
* Include trophy rarity icons in pop up, remove newlines from viewer
Fix layout
Update platinum.png
Fix linux and apple
* Smaller type icons, center text vertically
* use original icons
* MacOS fixes
* Address Review comments
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
Update build.yml
test
* Move trophy type to leftmost and trophy art to rightmost
* Embed resources
* Revert packaging of resources with builds
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Co-authored-by: rainmakerv2 <30595646+jpau02@users.noreply.github.com>
* Implement protecting multiple VMAs
A handful of games expect this to work, and updated versions of Grand Theft Auto V crash if it doesn't work.
* Clang
Just because a file isn't opened doesn't mean the file doesn't exist.
Fixes the error returned if host_path.empty(), and removes the error return for when GetFile fails.
Bloodborne checks if a file doesn't exist using open, checking if it specifically failed with error code ENOENT. To avoid working with platform-specific errnos, add a proper error return for if the file doesn't exist.
Fixes a regression in Bloodborne.
Ideally, we've handled all possible error conditions before calling these functions, so treat errors in platform-specific code as IO errors and return POSIX_EIO instead.
* memory: Consider flexible mappings as gpu accessible
Multiple guest apps do this with perfectly valid sharps in simple shaders. This needs some hw testing to see how it is handled but for now doesnt hurt to handle it
* memory: Clamp large buffers to mapped area
Sometimes huge buffers can be bound that start on some valid mapping but arent fully contained by it. It is not reasonable to expect the game needing all of the memory, so clamp the size to avoid the gpu tracking assert
* clang-format fix
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Co-authored-by: georgemoralis <giorgosmrls@gmail.com>
* fix: update linux build dependencies for libpng
- add libpng to linux build docs
- add libpng to nix build file
* linux docs: reformat code blocks
- add code block bash syntax highlighting
- format long code blocks to multiline
* mask_jump32
* fix qt/sdl
* fix dangling pointer?
fixes the warning: "clang-diagnostic-dangling-gls: object backing the pointer will be destroyed at the end of the full-expression"