* macos: add x86_64 Intel support
* aurora: construct texture replacement index entries
* Switch back to LLVM 22 so build can succeed on at least some systems (#141)
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
* Fix GC Pocket+ rumble stop handling (#148)
* macos: package universal setup tools
* ci: build macOS input expression tests
* runtime: Do not force 14.0 minimum anymore
new minimum is 12.0
* Update network_socket.cpp
* fix(macos): increase guest fiber stack size (#154)
* v0.2.28
* Update settings_overlay.cpp
* macos: support older libc++ algorithms
* Load console identity from NAND setting.txt (#164)
* Add synthetic recompilation CI workflow (#161)
* version
* macos: allow undefined MTLLogStateDescriptor for older SDKs
* tests: deflake input expression timing window test
* import setting.txt (#169)
* import setting.txt
* coderabbit ugh
* Treat empty MKW save as missing rather than corrupt (#168)
* treat empty mkw save as missing
first-run format zero-fills rksys.dat before any real save; a quit before
the first save left an all-zero file that read back as corrupt and trapped
the user in a delete/recreate loop. read opens now treat an all-zero
rksys.dat as absent (a real save always begins with the RKSD0006 header),
so the game recreates it from scratch. also ignore native build output.
* shorten
* I dont really want to change this to be honest.
* extra safety
---------
Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
* version 0.2.30
* csnum fix
* update
* build: Fix mac tests
* translator: emit null statement after continuation labels for C++17 compatibility
* review fixes
---------
Co-authored-by: theofficialgman <28281419+theofficialgman@users.noreply.github.com>
Co-authored-by: Cristian Boehm <75502884+GalaxisBeast@users.noreply.github.com>
Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
Co-authored-by: Wubbzee <41394708+JGM01@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).