Brings in the keyboard/mouse rebinding overhaul (#162), the Kamek
skip-return hook fixes (#182, #218), the exit button and controller LED
fix (#221), the autohide-cursor and mute hotkey fix (#211), the Linux
--sysroot plumbing (#224) and the switch to the theofficialgman
dawn-build fork (#215).
Conflicts resolved to keep the VR integration intact:
- settings_overlay.cpp/.h: kept both new declarations. The controller
rebinding UI takes upstream's click-to-rebind widgets wholesale - our
only edit there was wrapping the combo width in Scaled(), and
upstream's bindingWidth is already font-relative, so the headset
panel still scales. Kept our DrawResolutionMenu() extraction (the VR
panel reuses it) while adopting upstream's DrawExitPrompt() and its
new DrawTopBar() prologue; kept our Diagnostics menu alongside
upstream's exit-button width math. HandleEvents merges both keyboard
paths, with the VR recenter hotkey now guarded by !g_rebind.active so
it cannot fire while a binding is being captured.
- AuroraDawnProvider.cmake: dropped our now-dead Android hash block.
Upstream restructured the pins into an if/elseif chain that already
covers android/aarch64, with the digest for the new dawn-build fork;
our leftover block was unreachable and carried the old encounter
digest.
- Version plumbing (Build-Installer.ps1, Setup.Windows Program.cs and
csproj): kept this fork's own line, which is 0.2.39 and centralised in
Launcher/Directory.Build.props, rather than regressing to upstream's
hardcoded 0.2.32.
Verified: translator 654/654; runtime ctest 14/14 including every VR
test; WiiCompiled and RetroRewind link; aurora gx_fifo_tests 262/263,
the one failure being the TevRegisterLiveness case already documented as
pre-existing on this branch.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
fixes https://github.com/patchzyy/Wiicompiled/issues/159
previous requirement for ubuntu 24.04+ libstdc++ inherited from dawn prebuilds now dropped to ubuntu 22.04+ libstdc++ like the rest of the prebuilds
also add all architectures to the URL_HASH check since the dawn tag doesn't change but the binaries have
Brings in patchzyy/Wiicompiled main: os_sleep parked-thread fix (#195),
HTTPS Retro WFC payload (#198), macOS build guide (#177), and the
reverse-Z depth fix (#134).
Conflicts were in aurora-main/lib/gfx/common.cpp and lib/gx/shader.cpp,
both from #134, which lands squarely on the VR stereo replay path.
#134 makes UseReversedZ genuinely reversed: the near/far correction now
applies exactly once, inside effective_projection(), instead of being
applied there AND per-vertex in the shader (the double application had
been cancelling out, so "reversed" Z silently behaved like forward Z).
Three pieces of the VR path were built against that old behaviour and
would have broken silently, so they are adapted here:
- shader.cpp exact-screen-depth parked the virtual screen at -0.5*w
specifically so the shader's following negation would land it at
+0.5*w. With that negation gone it now writes +0.5*w directly; keeping
the minus sign would park the screen at NDC -0.5, outside the clip
volume, discarding every 2D/HUD draw.
- stereo_replay.hpp backend_ndc_depth_row re-applied the correction to
the projection it was handed. That projection is effective_projection()
output, which now already carries it, so the function is a pass-through
of the Z row and no longer depends on the reversed-Z setting; the dead
bool parameter is dropped. Re-applying it would invert the virtual
screen's depth ordering, so 2D layers meant to sit on top would lose
the depth test to the ones behind them.
- shader_info.cpp stages the host depth window for that exact-depth path.
It now uses the same reversed-Z remap as upstream's new SetViewport
code, since frag_depth is written directly and has to reproduce the
window the fixed viewport transform would have applied. Restricted
depth windows (how the game forces an element in front of everything)
are exactly the 2D draws the virtual screen carries.
The SetViewport resolution keeps upstream's remap but retains the
ordering/clamp guard our version had: for any ordered guest range the
result is identical to upstream, and it avoids handing WebGPU
minDepth > maxDepth for the swapped pair MKW is known to emit. The VR eye
replay reuses these recorded values, so the guard covers that path too.
Test updates:
- stereo_replay_test now asserts the composed Z row against the staged
projection's own Z row rather than against the helper's output, so it
actually catches a re-introduced double correction (verified: it fails
when the old negation is put back; the previous self-consistent form
passed).
- gx_fifo_test's clearDepthValue expectation followed #134's deliberate
clear_depth_value() inversion, expressed through UseReversedZ rather
than hardcoded. Upstream changed the behaviour without updating this
test, so it fails on upstream/main as-is.
Verified: aurora suite 247 passed with the same 2 failures that already
fail on the pre-merge branch (IndexedPaletteHistoryKeepsAbsoluteVertexSlots,
PacksOneUniformWhenBothHalvesNeedInitialValue - both pre-existing, unrelated
to depth); shader.cpp and common.cpp compile clean; translator suite 577
passed. Not yet validated on-device in VR.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* Fix already downloaded toolchain re-use
the following mv command would move $work into $toolchain_dir if the $toolchain_dir folder already existed.
* resolve z-fighting
Brings in 25 upstream commits: Dolphin-compatible input expressions and
GCPadNew.ini import, NAND setting.txt console identity, empty-MKW-save
handling, rumble toggle, LLVM 22, and CI caching.
The only conflict was runtime/CMakeLists.txt, where both sides appended
test targets after mkw_platform_paths_tests. Both blocks are kept: the VR
first-person test alongside upstream's NAND save/settings, SC serial, and
input expression tests.
runtime_config.h and settings_overlay.cpp auto-merged; the VR settings
menu, recenter hotkey, and stereo/first-person init calls are intact
alongside upstream's InputBindings wiring.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* caching a little bit
* provide CMake with the explicit path to sccache.exe
* map ACTIONS_RESULTS_URL to ACTIONS_CACHE_URL so sccache can upload the
files...
* i removed the parallel oops
* small change
* doing a little bit of flag editing
* update sccache and cache nuget stuff
two upstream LLVM bugs currently prevent building on some of the newest distros. There is no current LLVM release that works on them so we are pending fixes from LLVM
https://github.com/patchzyy/Wiicompiled/issues/136
* Linux Appimage: statically prebuild Aurora (and all its dependencies)
adds symlinks to the compiler locations in a static path that way rebuilds do not think that the compiler path has changed between appimage install commands
* Update package.yml
* Update Launcher/build-appimage.sh
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
the idea behind this is C# code that is OS agnostic can go in WiiCompiled.Setup.Common to be shared by any OS specific code (eg: WiiCompiled.Setup.Windows and WiiCompiled.Setup.Linux).