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Fixed a graphical glitch caused by inaccurate rounding.
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@ -117,6 +117,7 @@ Many bugs have been fixed, and numerous features that were only partially implem
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* Deleting a game from the metadata editor did not delete the game media files or its entry in the gamelist.xml file
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* Hidden files still showed up if they had a gamelist.xml entry
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* Fixed multiple instances of misaligned GUI elements on high-resolution displays due to the use of fixed-pixel constants
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* Fixed a rounding issue which caused one pixel wide lines to sometimes be shown along the upper and left screen edges
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* The VRAM statistics overlay was somewhat broken and incorrectly displayed numbers in megabytes instead of mebibytes
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* Long game names would sometimes not scroll in the gamelist view
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* Game media was not rendered when moving between gamelists using the slide transition style
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@ -315,9 +315,9 @@ Transform4x4f& Transform4x4f::round()
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{
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float* tm = reinterpret_cast<float*>(this);
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tm[12] = static_cast<float>(static_cast<int>(tm[12] + 0.5f));
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tm[13] = static_cast<float>(static_cast<int>(tm[13] + 0.5f));
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tm[14] = static_cast<float>(static_cast<int>(tm[14] + 0.5f));
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tm[12] = std::round(tm[12]);
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tm[13] = std::round(tm[13]);
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tm[14] = std::round(tm[14]);
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return *this;
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}
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@ -8,10 +8,12 @@
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#include "math/Vector2f.h"
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#include <cmath>
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Vector2f& Vector2f::round()
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{
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mX = static_cast<float>(static_cast<int>(mX + 0.5f));
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mY = static_cast<float>(static_cast<int>(mY + 0.5f));
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mX = std::round(mX);
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mY = std::round(mY);
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return *this;
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}
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@ -8,11 +8,13 @@
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#include "math/Vector3f.h"
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#include <cmath>
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Vector3f& Vector3f::round()
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{
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mX = static_cast<float>(static_cast<int>(mX + 0.5f));
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mY = static_cast<float>(static_cast<int>(mY + 0.5f));
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mZ = static_cast<float>(static_cast<int>(mZ + 0.5f));
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mX = std::round(mX);
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mY = std::round(mY);
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mZ = std::round(mZ);
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return *this;
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}
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@ -8,12 +8,14 @@
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#include "math/Vector4f.h"
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#include <cmath>
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Vector4f& Vector4f::round()
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{
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mX = static_cast<float>(static_cast<int>(mX + 0.5f));
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mY = static_cast<float>(static_cast<int>(mY + 0.5f));
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mZ = static_cast<float>(static_cast<int>(mZ + 0.5f));
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mW = static_cast<float>(static_cast<int>(mW + 0.5f));
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mX = std::round(mX);
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mY = std::round(mY);
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mZ = std::round(mZ);
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mW = std::round(mW);
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return *this;
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}
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