The Dax
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8ab734d516
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Restructure the hack to be more correct, and add support for double texture coordinates. Fixes #2314.
Also address various coding style issues.
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2013-06-26 16:02:52 -04:00 |
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Henrik Rydgard
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c04ce5a64e
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Implement projective texture mapping. It's not used a great deal but good to have.
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2013-04-17 21:41:47 +02:00 |
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Henrik Rydgard
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d96c588288
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Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones.
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2013-03-24 12:28:42 +01:00 |
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Henrik Rydgard
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57e82619ca
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Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup.
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2013-03-24 01:13:02 +01:00 |
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Henrik Rydgard
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b4977610cc
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Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue.
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2013-03-23 13:12:52 +01:00 |
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Henrik Rydgard
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7995d1418c
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Safer float->u16 cast.
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2013-02-21 19:10:30 +01:00 |
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Henrik Rydgard
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690ebb2e58
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Proper fix for the annoying through-mode depth issues.
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2013-02-20 22:49:41 +01:00 |
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Henrik Rydgard
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67272ec271
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Scale Z to 0...1 in through mode.
(alternatively, could try setting through mode depth range to 65536..0)
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2013-02-19 21:38:19 +01:00 |
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raven02
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2745bb4f14
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pos[0]/[1] are signed while pos[2] is unsigned in 2D transform
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2013-02-20 01:37:19 +08:00 |
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raven02
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9e38174b14
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Clamp pos[2] when transform 2D only
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2013-02-20 01:11:26 +08:00 |
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raven02
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2ed1b9ee0b
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Minor cleanup and use byte(b)/short(s)/float(p)
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2013-02-20 00:20:00 +08:00 |
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raven02
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9eaf58773b
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Add 8 bit for weight type 1
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2013-02-19 22:55:46 +08:00 |
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raven02
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5ba1775572
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pos[2] larger than 65535 is clamped to 65535 and not 0
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2013-02-19 22:39:38 +08:00 |
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oioitff
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83b2849192
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pos[2] is limited between 0 and 65535
fix the black screen issue for Toaru Majutsu no Index, and Toaru Kagaku no Railgun.
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2013-02-19 19:17:15 +08:00 |
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raven02
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2bf958b06f
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Stylish the case DEC_U8_2/DEC_U16_2/DEC_FLOAT_2
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2013-02-17 20:50:17 +08:00 |
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Henrik Rydgard
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c695d8dbf1
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Yet another UV fix
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2013-02-15 20:17:47 +01:00 |
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Unknown W. Brackets
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d0ab1c8ffc
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Set VertexReader's vtype_ to prevent oddness.
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2013-02-14 08:32:37 -08:00 |
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Henrik Rydgard
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6b3ddae554
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Fix UV error introduced in previous commit
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2013-02-06 21:38:19 +01:00 |
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Henrik Rydgard
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aaf00e047b
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Don't convert texcoords to float either.
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2013-02-06 20:30:10 +01:00 |
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Henrik Rydgard
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80f4dc4e3a
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Fix issue with half sized skinned objects in SW transform.
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2013-02-06 19:04:28 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +01:00 |
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Henrik Rydgard
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bdc467769e
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Some shader and vertex format optimizations
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2013-02-05 01:37:00 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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Henrik Rydgard
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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +01:00 |
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Henrik Rydgard
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7271e3fcd5
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Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
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2013-01-14 20:44:11 +01:00 |
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Henrik Rydgard
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f8ae18a130
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"Fix" bezier the old way (puzzle bobble works again at least).
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2013-01-04 09:54:19 +01:00 |
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Henrik Rydgård
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e2cc226d0d
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Just some cleanup of GPU code
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2012-12-28 20:54:00 +01:00 |
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Henrik Rydgård
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1b35964445
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Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
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2012-12-26 08:54:33 +01:00 |
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TMaul
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976537d314
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3 foats, not 3 bytes....
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2012-12-23 21:30:19 +00:00 |
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TMaul
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e8f240c1d4
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Fix some more possible errors
Shadowed var n in MIPSIntVFPU
Possible buffer overflow in vertexdecoder.h
fix valid address checking in sceRtc function
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2012-12-23 20:51:05 +00:00 |
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Henrik Rydgard
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2e9daa5f89
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All drawing is now indexed lists, through IndexGenerator.
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2012-12-21 18:46:15 +01:00 |
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Henrik Rydgard
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52cf324e9e
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Try to fix "W1" vertex error
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2012-12-21 10:19:37 +01:00 |
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Henrik Rydgard
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79bd4e3d41
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Lighting fixes (sw + hw)
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2012-12-20 23:28:58 +01:00 |
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Henrik Rydgard
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6a7e77ce1d
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Prevent crashes on bad vertex / index addresses
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2012-12-20 15:07:58 +01:00 |
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Henrik Rydgard
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1b5407f505
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Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc.
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2012-12-20 15:07:57 +01:00 |
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Henrik Rydgard
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c4ca9b5956
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Get rid of the DecodedVertex struct.
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2012-12-20 15:07:57 +01:00 |
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Henrik Rydgard
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13460b7aa6
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Use flexible vertex formats pre-transform. Saves memory b/w.
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2012-12-19 20:21:59 +01:00 |
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Henrik Rydgard
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b8d596cbec
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Add some infrastructure for flexible vertex formats
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2012-12-19 18:35:37 +01:00 |
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Henrik Rydgård
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700921deb3
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Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform.
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2012-12-05 10:55:06 +07:00 |
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Henrik Rydgard
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980d13fe50
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Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup.
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2012-11-28 13:45:22 +01:00 |
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Sacha
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3c903dda24
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Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes.
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2012-11-26 13:25:14 +10:00 |
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Florent Castelli
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2f39496ec5
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Use ambient material color when no color in the vertex
Fixes color in celshading demo
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2012-11-25 17:45:50 +01:00 |
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Henrik Rydgard
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7c9107030d
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Speed up T&L by only transforming/lighting each vertex once, for indexed draws
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2012-11-16 16:19:37 +01:00 |
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Henrik Rydgard
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e5c6cf965b
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Fixes and optimizations to vertex decoding and lighting.
Motorcycles are now visible in MotoGP.
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2012-11-16 15:16:14 +01:00 |
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Henrik Rydgard
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64cc573703
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Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK.
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2012-11-04 23:24:00 +01:00 |
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Henrik Rydgard
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4f7ad15758
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Add snapshot of the whole source code.
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2012-11-01 16:19:01 +01:00 |
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