5.0-3071 7 years, 8 months ago Arm64Emitter: Get rid of pointer casts in PoisonMemory (PR #5137 from lioncash)
5.0-3069 7 years, 8 months ago VertexLoaderBase: In-class initialize class members where applicable (PR #5138 from lioncash)
5.0-3067 7 years, 8 months ago TextureCache: Don't lock freed rendertargets for one frame. (PR #5134 from degasus)
5.0-3065 7 years, 8 months ago ARDecrypt: const correctness (PR #5136 from lioncash)
5.0-3063 7 years, 8 months ago Jit64: Merge memory allocations into a single allocation (PR #5121 from MerryMage)
5.0-3059 7 years, 8 months ago GeckoCodeConfig: Minor changes (PR #5127 from lioncash)
5.0-3054 7 years, 8 months ago MMU: comment-out unused var HW_PAGE_TAG_SHIFT (PR #5132 from ligfx)
5.0-3052 7 years, 8 months ago UICommon: Don't print --version option twice (PR #5126 from leoetlino)
5.0-3050 7 years, 8 months ago GeckoCodeConfig: Return vector by value for LoadCodes() (PR #5125 from lioncash)
5.0-3048 7 years, 8 months ago FifoPlayer: In-class initialize member variables where applicable (PR #5122 from lioncash)
5.0-3044 7 years, 8 months ago JitBase: Make MergeAllowedNextInstructions a const member function (PR #5120 from lioncash)
5.0-3041 7 years, 8 months ago JitArm64: Fix usages in conditional code. (PR #5116 from degasus)
5.0-3038 7 years, 8 months ago JitAsm: Add missing forward declaration of X64CodeBlock (PR #5119 from MerryMage)
5.0-3036 7 years, 8 months ago Jit64: Implement a constant pool (PR #5110 from MerryMage)
5.0-3026 7 years, 8 months ago FileMonitor redesign (PR #4901 from JosJuice)
5.0-3023 7 years, 8 months ago Fix memory breakpoint when checking the middle of the data (PR #5009 from aldelaro5)
5.0-3021 7 years, 8 months ago VertexShaderGen: Correct for negative viewport dimensions. (PR #5096 from Armada651)
5.0-3019 7 years, 8 months ago Move "Background Input" out of individual controller configurations (PR #4856 from ligfx)
5.0-3012 7 years, 8 months ago Display nicer version strings for the Wii Menu (PR #5099 from JosJuice)
5.0-3008 7 years, 8 months ago Use 6-char game IDs for NAND tiles (if they are printable) (PR #5093 from JosJuice)