Anthony
Anthony
@Ziemas, yeah it might be a problem with a packet size. Since we're sending the whole XML file containing full information about current CPU, it might be helpful to change...
PR was rebased on ed6dd6f6cdb7a41c35ea18e88625a45badb6f9e5 commit
@ivandortulov, this implementation is not complete, it's just the implementation of basic [GDB stub](https://sourceware.org/gdb/current/onlinedocs/gdb.html/Packets.html) without required features. (features as step-out, continue, thread info and others are still don't exist). If...
@refractionpcsx2, was going to revisit this PR but have been very busy. I think I'm free now and might be able to do something about it. I'll rebase and continue...
Looks like I accidentally co-authored all 1700 commits that were before... Maybe the better solution is to create a new repository and just apply the commits as patches to reset...
Rebased, I will open new PR as soon as it is ready for use.
I did some research about pipeline library, and here is what I found: Pipeline library in D3D12 and in Vulkan are absolutely different things. In D3D12 `ID3D12PipelineLibrary` was created for...
At the moment I'm busy with work on my project, so this month and possibly next month I won't be able to contribute to the NRI (only minor things, bugfixes)....
This reproducing if you're trying to destroy more than 5-10 objects per step/tick. Destroy code: ```cpp void physics::physics_body::destroy() { destroyed = true; for (auto joint = body->GetJointList(); joint != nullptr;...