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