add initial appveyor script
add submodule update before build
add msbuild cmd
remove msbuild cmd
make script runnable locally
add solution without wxwdigets
add initial appveyor script
add submodule update before build
add msbuild cmd
remove msbuild cmd
add packaging step to appveyor
add ftp upload test
use msbuild explicitly
doesn't seem to work otherwise
temporarily remove deploy script
temporarily remove build script
remove non-essential stuff
add back some stuff
set artifact path
update artifact stuff
try to add back deploy
add build step again, *sigh*
add some more build settings
add build sript style build again
download wxwidgets instead of building
remove quite flag for debugging
add cert igonre to download
dont redundantly add folder
use a seperate solution without wxwidgets dependencies
only use the rpcs3 7z as artifact
to avoid re-packaging wxwidgets, also comment out deployment, since I don't have acccess to the main account to add secure strings
Conflicts:
package.bat
* Removed Plugins.h file as I assume setting up a plugin hell is a bad
idea (does anyone disagree?).
* Removed FnIdGenerator, and moved FnIdGenerator::GenerateFnId to
getFunctionId in Modules.cpp
* Disabled RSX Debugger and Memory Viewer when the emulator is stopped.
* ELF64Loader::LoadPhdrData refactored.
* Replace `int` with `s32` as return type for syscalls.
* Renamed `SC_Something.*` files with the proper lv2 name
`sys_something.*`.
* Moving away from the lv2, those functions and folders that doesn't
correspond to lv2 functions. E.g. module functions from sys_io,
sysPrxForUser, cellGcmSys.
* Splitted some files (memory -> memory+mmapper) and merged other ones
(event+event_flag ->event, spu+spu_thread -> spu), according to common
sense, PSDevWiki docs, and checking firmware files.
* Removed external functions from `SysCalls.h`.
NOTE: What should we do about: cellGcmCallback? It's not a lv2 syscall
but it appears on the sc_table and it is actually called in games. Is
this some kind of hack?