v1.3.1 - 2018-09-29
Combined per-mesh and per-triangle polygon sort options into a new and improved per-strip option. This new option isn't as accurate as our per-pixel option, but it improves on both of the previous options for users without OpenGL 4.5 support.
Refactored thread synchronization code between emulation and graphics thread to reduce CPU usage and improve performance on dual core systems.
Added support for JIT compiling the AICA's ARM CPU code for a ~10% perf gain.
Optimized scheduler code for a ~5% perf gain.
Optimized basic block linking code.
Sort mode of passes not always being correctly honored (Tony Hawk menus).
Sorting of punch through polygons (Test Drive Le Mans car decals, SGGG Segagaga menus).
Alone in the Dark rebooting when selecting a character with the HLE BIOS.
Ignore window resize events on minimize to avoid renderer restarts.
License screen not showing when using the HLE BIOS.
v1.3.0 - 2018-09-09
Window size option.
Support for SSCTL audio channel register (What's Shenmue).
16:9 aspect ratio for using widescreen hacks on non-16:9 monitors.
Introduced heuristic to detect and fix numerous issues that result in visible seams on the edges of polygons when upscaling games. These seams are commonly seen in user interfaces and most 2d games.
Improved handling of bad vertices that were discarded by the PowerVR (Soul Calibur intro, Mortal Kombat Gold).
Improved accuracy of floating-point operations, fixes numerous bugs in multiple games. Common issues were bad vertices in Soul Calibur models, bad animations in Sword of the Bersek and physics issues in Sonic Adventure - light speed dashing out of the sewer is now a breeze.
Refactored texture cache, improving the performance of many 2d fighters, in particular the King of Fighters series of games which really thrash the cache. On some machines, these games went from single to triple digit frame counts.
Hang On now runs.
Powerdrift now runs.
Atelier Marie and Elie now runs.
Intermittent South Park Rally load hangs.
Crash in D2 during initial hunting tutorial.
Shenmue 2 releases with widescreen hacks now run.
Sonic drifting left in Sonic Adventure 1 and 2.
Background flickering in Alice's Mom's Rescue.
Background plane parsing (Sega Worldwide Soccer 2000).
Handling of invalid CDDA sector reads (many CDI images).
Handling of Maple RESET pattern.
Handling of invalid VMU block accesses.
Bumpmap calculations (Death Crimson OX).
Regression with raw framebuffer write support (Neo XYX).
Serial communication interface interrupts (diagnostic discs).
Shadow volumes parsing errors (Daytona USA, Virtua Fighter).
Clamping of intermediate blends when using per-pixel blending (Virtua Tennis).
Sorting of multi-disc games where the product name / version hash is different between discs.
v1.2.6 - 2018-08-09
Incorrect bilinear filtering along v axis.
Amplitude envelope step timing tweaks.
v1.2.5 - 2018-08-08
Support for mono output was added by popular demand.
Support for CDDA attenuation registers, fixes music volume not working in many games.
Partially offloaded texture decoding to the GPU - speeds up some fighting games such as SF3 - Double Impact by more than 200%.
Further optimized per-pixel sorting for AMD users.
Optimized FTRV op implementation.
Optimized SH4 store queue operations.
Avoid branches when linking adjacent blocks in the code cache.
Reduced number of cached shaders by a factor of 4.
Sort multi-disc games in the UI based on their disc number.
Amplitude envelope step timing, fixes audio running for too long / repeating in numerous games.
DPAD camera controls in Sonic Adventure.
Crashes on load in Test Drive Le Mans on Windows.
v1.2.4 - 2018-07-13
Window resize support.
Ability to bind keypad keys.
Horizontal black bars when the aspect ratio is less than 4:3.
Don't minimize window on focus loss for multi-monitor setups.
Per-pixel sort inaccuracies in many game menus.
Space Harrier game in Shenmue / Yu Suzuki Game Works.
Test Drive Le Mans runs at the correct frame rate.
Looney Tunes - Space Race in-game audio now plays.
Moekan is now playable.
Sakura Taisen 4 is now playable.
Sega Bass Fishing is now playable.
Tenohira wo, Taiyou Ni is now playable.
v1.2.3 - 2018-07-05
New "multi-sync" presentation which synchronizes both audio and video to provide tear-free emulation without the overhead of vsync.
Amplitude envelopes, fixes audio cutting out / not mixing correctly in many games.
Processing polygons in "two volumes" format (Rez, Sakura Taisen 4, Skies of Arcadia).
CDDA support for HLE bios.
Default keyboard profile now applies to the first connected keyboard, not just the keyboard on port 0.
AMD performance issues when using per-pixel polygon sorting.
Performance regressions when using per-triangle polygon sorting.
Excessive audio lag when using the video sync.
Game scan not recognizing uppercase file extensions.
Crash when adding game directory containing CDI discs with a single session.
Crash when adding more than 1024 games.
Looney Tunes - Space Race not playing audio.
v1.2.2 - 2018-06-13
Per-mesh polygon sorting option for slower machines.
Renamed pixelsort option to autosort.
Lowered audio period size to improve frame pacing.
Optimized per-pixel sorting.
DST_* blending modes regression when not using per-pixel sorting.
Render to texture requests when using per-pixel autosort.
Loading CDI images using 2368 and 2448 byte sectors.
Mouse cursor not being hidden after toggling fullscreen with Alt + Enter.
Keys not being released when half of a joystick axis was bound to them.
User interface scrolling when toggle fullscreen.
v1.2.1 - 2018-06-01
Reenabled per-triangle (instead of per-mesh) sorting of transparent polygons as the fallback path when per-pixel sorting is not available.
v1.2.0 - 2018-06-01
New user interface.
Hot-plugging audio devices.
Per-pixel sorting of transparent polygons.
CDDA music support.
Support for G2 -> SH4 DMA (Dragon Riders).
Automatically write output to redream.log.
Lowered minimum OpenGL version to 3.1.
Lowered audio sample batch sizes (MVC2 background music).
Loading CDIs with more than two sessions.
Old Intel drivers rendering only a black screen.
Depth buffer issues around extremely small z values (Sonic Adventure UI).
SDL2 ALSA backend generating hardware parameters with an excessive number of periods. Improves Linux performance on some machines by upwards of 25%.
AICA channel state not being reset correctly after KEY_OFF event (Star Wars Episode I - Jedi Power Battles).
Unaligned memory accesses on ARM (Chu Chu Rocket, Oooga Booga, NFL 2K, NHL 2K).
GD-ROM DMA timings (Ultimate Fighting Championship, Skies of Arcadia).
v1.1.9 - 2018-04-24
Binding inputs with negative maximum values.
Using half axis as digital button input.
v1.1.8 - 2018-04-22
Custom controller binding user interface.
Binds for going back to the main menu and exiting the emulator.
Support for recompiling blocks of code when a speculative optimization becomes false (Sakura Momoko Gekijyo, Carrier, Shenmue 2).
Several major issues in self-modifying code detection (Shenmue 2).
Edge cases in TA parameter parsing (NFL 2K, DOA2 LE).
v1.1.7 - 2018-04-04
Custom controller binds.
Binds for fast forwarding and taking screenshots.
Shortcut to toggle fullscreen with Alt + Enter.
Support for processing joystick events when the window isn't in focus.
Asynchronous GD-ROM DMAs to help reduce stutters on network shares.
Raised texture cache size to accommodate Street Fighter III Double Impact.
Green tint to polys in Capcom vs. SNK 2.
Hide the cursor in fullscreen mode when in the UI.
Famebuffer size calculations on interlaced PAL games (Sega Worldwide Soccer 2000, Who Wants To Be A Millionaire).
v1.1.6 - 2018-02-26
TRAPA support (Propeller Arena).
Less aggressive idle skip detection to prevent false positives (Spiderman, Army Men: Sarge's Heroes).
TA global parameter persistence (NHL 2K characters are no longer completely black).
Daytona USA and Crazy Taxi hanging after the first ~30 seconds.
Banked register issues on ARM (NBA Hoops, Silver).
Black menus on Speed Devils and POD 2.
v1.1.5 - 2018-02-19
Asynchronous Maple DMAs.
Support for honoring per-channel attentuation and panning registers.
MACL / MACW instruction support on the SH4 (Legacy of Kain, POD 2, F1 Racing Championship).
Optimized palette memory invalidations to substantially increase performance on almost all sprite-based fighting games.
Optimized AICA sample processing.
ADPCM audio decoding issues (Legacy of Kain, Gauntlet Legends, Red Dog).
Blue Stinger not booting with the HLE bios.