Speedify 歷史版本列表
Speedify 是世界上最頂級的 VPN! Speedify 簡單的設置和忘記控制,使得簡單的工作,複雜的引擎下的技術,只是工作。程序和服務正常運行,但受益於多個 Internet 連接的速度和冗餘。使用 Wi-Fi(甚至是多個 Wi-Fi 網絡!),以太網,有線和無線網絡。 DSL,3G& 4G,系留智能手機,同時提高了速度和可靠性!手動選擇所需的位置,或者讓 Speedify 根據延... Speedify 軟體介紹更新時間:2018-01-31
更新細節:
What's new in this version:
IntelliJ IDEA 2017.3.4 Build 173.4548.28
Now renaming a module is reflected in the dependent module’s file (.iml):
- You can now use the TAB key to jump to the Result pane in the Evaluate Expression window (fixed a regression)
- Fixed the issue with Gradle silent import doing nothing when the Gradle JDK is invalid
- The Show Local Changes as UML action doesn’t let you scroll infinitely
- Unlimited resizing in Diagrams when scrolling with the mouse wheel has been fixed
- New shortcuts Shift + Del and Сtrl + X (cmd + X) have been assigned to the remove results action in the Find Tool Window
IntelliJ IDEA 2017.3.3 Build 173.4301.25
- The Tool Window docking issue has been fixed
- The Gradle import is performed in the background
- The ability to pause the terminal output
- Now the IDE correctly resolves the dependency with the “bundle”
- Fixed an issue which caused the loss of all run configurations
- Now the Flatten Modules option is also available from the Project Tool Window
- Now, after selecting a branch, the Merge from… action invokes the Select Merge Variant dialog
- Spring: the Field injection warning inspection works correctly again
Also, a new 1.8.0_152-release-1024-b11 JDK version for x86_64 fixes the following bugs:
- Low-resolution application icon loading on Windows with HiDPI displays
- Crash of the 32-bit version on Windows
IntelliJ IDEA 2017.3.2 Build 173.4127.27
- For Gradle test runner, the Rerun failed tests button is again available inside the Debug tool window
- Now, the IDE doesn’t crash after a function creation or a function replacement in the Redshift console editor
- Files generated by the annotation processor aren’t stored in the output directory anymore
- The IDE now selects the appropriate Gradle JVM automatically IDEA-149592, this also works for the first project in Gradle
- The issue with too many processes indexing a Git repository has been fixed
IntelliJ IDEA 2017.3.1 Build 173.3942.27
- Improvements for silent installation of IntelliJ IDEA based IDEs on Windows
- The History tab (VCS |Git | Show History) shows the full history for a moved file
- Clearing the output directory doesn't slow down the total build time anymore
- Removing an unloaded module from a project does not lead to deleting the corresponding directory
- Navigation, find usages, etc. works for Groovy code
- Fix for a major formatting regression from 2017.2.6 to 2017.3
- The IDE now loads the project tree
- Now the "Simplify Optional call chains" inspection doesn't remove an essential part of the code
更新時間:2017-12-28
更新細節:
What's new in this version:
Speedify 5.7.0 Build 4937
- Change log not available for this version
Speedify 5.6.2 Build 4903
- Change log not available for this version
Speedify 5.6.1 Build 4886
- Change log not available for this version
Speedify 5.6.0 Build 4865
- Rate Limiting: In the connection’s settings there is now an optional Rate Limit. When set this will prevent the connection from going faster on average than the speed you select. Why would you want to slow down your internet? Most people won’t want to, of course, but if you are trying to not use too much of an expensive cellular or satellite connection, then this could be a real money saver
Performance Improvements:
- Reduces the amount of latency that Speedify introduces into the network and over the Speedify tunnel
User Interface Improvements:
- Improved color palette on connections to avoid hard to read combinations. On the Desktop versions, when you only have one connection, a new faux connection called “Add Connection” appears which when clicked on offers guidance on how to set up new internet connections
Speedify 5.5.5 Build 4793
- Change log not available for this version
Speedify 5.5.3 Build 4760
- Change log not available for this version
Speedify 5.5.1 Build 4755
- Change log not available for this version
Speedify 5.5.0 Build 4715
- Change log not available for this version
Speedify 5.5.0 Build 4690
- Change log not available for this version
更新時間:2017-08-30
更新細節:
更新時間:2016-01-08
更新細節:
What's new in this version:
Debugger:
- The new debugger features a live disassembly view and allows developers to debug games way easier than before while being very useful feature in assisting the debugging of games which aren't working properly. Its main purpose is aiding in game hacking, translation patches for example list of Keyboard shortcuts for the debugger functions can be found at docs/debugger.txt
Folder memory cards:
- The new Folder memory card feature allows users to easily share single game saves instead of the whole memory cards by simply sending the folder of the specific game. This method also allows easier backup of the save files and allows deletion of game saves without even going into the PS2 bios or the game. You even convert your older memory cards to a folder using the built-in convert feature!
- Another neat advantage is that it provides unlimited storage capacity for save files as games will only see their own saves and the rest of the perceived 8MB memory card as free space. This allows you to create as many saves as would fit onto a whole empty memory card in a single game, without concerns about leaving enough space for other games or ever running into the problem where you start a new game and only later realize you don't have enough free space on the memory card to save, and without the incompatibility issues of emulating bigger third party memory cards.
EE Overclock:
- You can now manipulate the EE Cyclerate to overclock and underclock the Emotion Engine's R5900 Core CPU clock speed, The negative values on the slider allow you to reduce the clock speed and conversely the positive values effectively increase the clockspeed.
Recompiler Improvements and Core Refactors:
- GIF: Better Handling for Finish Interrupt request signal
- MicroVU: General Improvements
- SIF: Limit/Mask transfer size to 1mb-16bytes
- VIF: Better handling of IRQ and MFIFO Timing improvements
- EE Interpreter: Improved TLB miss exception handling
Support for loading Gzip and CSO compressed ISO's:
- PCSX2 can now directly load compresed ISO images, so you can save your precious HDD space!
GSDX
Programmable blending to reproduce GS blending unit output:
- The source of the issues on GPU blending unit is due to the fact that the raster operations pipeline (ROP) differ from the GS and the GPU which means that the GPU ROP's don't support the equations which are supported by the GS ROP's and hence it leads to wrong blending which causes situations like horizontal black lines or missing effects on some games.
- Hardware implementations are usually limited to only a subset of all possible equations. A software implementation based on a CPU (such as a shader) would be able to do any operation at the cost of performance.
- The new option (Blending Unit Accuracy), which is an OpenGL renderer exclusive, moves the computing of the ROP to the shader. This way it is more accurate but considerably slower. You can try different levels of the option "Blending Unit Accuracy" to check out the impact on the accuracy and performance.
Improved CRTC output size handling:
- There were few rare cases on games running at NTSC video mode where the detected frame buffer height was too large and eventually caused the whole screen to have a weird format with unexpected bottom black bars on the screen. A few games which suffered similar issues are Skyrunner, Devil may cry 3, Tribes: Aerial Assault. This eventually got fixed by proper saturation limit for height in case of NTSC video mode.
Software renderer improvements:
- Silent Hill outputs a nan in Q to emulate the flashlight - an unsupported NaN (not a number) on the projection value (Q). Gregory used an isnan test to find such instances and emulate the flash light effect. Gabest later decreased the speed impact by using inlined ASM. Fixes Flash light effects on Silent Hill 3.
- Better texture size management in software mode, fixes Horsez and Stolen memory issue and also lowers memory usage in general.
- Better handling of textures addressing outside the limits by extending the cached texture size to the upper limits of the region clamp values: Fixes Lupin the 3rd
Accurate destination alpha testing:
- Better behavior to replicate one of the GS functions where the Graphics Synthesizer can discard a pixel based on the destination output. In order to emulate this function properly you need in-order RW texture. Unfortunately standard GPU only has either an in-order RO texture or an out-of-order RW texture, to circumvent around this limitation accurate date implements a two pass algorithm to implement the effect. The 1st pass searches the valid primitive ID and the 2nd pass will do the draw based on the previous pass.
Improved read of depth / color:
- A standard GPU has separate textures for the color and the depth information. The GS doesn't enforce such separation between color/depth information. So it is allowed to read depth as color or write color into depth. You could even write depth in the color render target. It is used for effects such as "depth of field". The new option "Hardware depth", which is an OpenGL renderer exclusive, allows to convert depth/color into color/depth respectively. Now you can enjoy accurate reproduction of such effects. However these conversions require additional resources from your GPU which might gradually decrease performance in cost of accuracy.
SPU2-X
Per channel volume adjustment:
- A.K.A Room Correction. This feature is present in the control panel of some audio chips, but often enough, the settings that work well for the system in general, don't match the settings that you prefer for emulated games, due to the intrinsic differences of the emulated machine.
- It does exactly what it sounds like: lets you adjust each output channel independently, to compensate for things such as distance of the speakers to the chair, or to emphasize the vocals (center channel) or the surround sound (side/back channels) when the game's balance is not fully to your liking.
- You'll find the values hidden in the SPU2-X.INI file, under the MIXING section (VolumeAdjust series of keys). The values are in decibels, which means writing 1 in one of the volumes will make the amplitude 10x larger, 2 will blow it up to 100x, and -1 will make it 1/10th of the original. Smaller values in the range of -1 to 1 are recommended for testing, as it's easy to cause unwanted clipping in the output.
Time Stretcher:
Improvements to tempo adjustments:
- Previously latency values higher than 200ms will make the stretcher adjustments overshoot the target
- equilibrium back and forth, in effect never stabilizing. This bug was fixed by lowering the tempo adjustments to avoid potential overshoots on bigger buffers.
- The latency slider will now allow a minimum value of 15ms. Providing choices of choosing from values between 15 to 29ms on the slider.
GUI:
Configurable template on GSFrame titlebar:
- There was some discussion among the users about the elements which should be displayed on the title bar of the rendering window, some of them disagreed with the placement of the elements and suggested to replace them in different order and have certain elements prioritized. While our users opinions are respected, all of them had very different ideas and it was impossible to satisfy everyone. Hence a consensus was never reached.
- So Avih decided to create a general template system to allow customization of the elements on the title bar. The following template is located in the inis_1.4.0/PCSX2_ui.ini file though lacks a user interface for easier customization.
Revamped Core and GSDX plugin dialogs:
- The Core and GSDX dialogs have undergone quite a deal of changes like converting the three-state checkboxes to a combobox, inclusion of tooltips on GSDX dialogs and further simplification / categorization which eventually lead to the Shader configuration dialog which includes all the Shader based options. (Shade Boost , FXAA , TV Shader and External shader) on the core side, there was a recent WX update from 2.8 to 3.0 which eventually caused a few issues but all of them got fixed eventually by our WX Expert Turtleli and there has also been support for DPI scaling added for all the dialogs. The Emulation settings dialog has also been changed slightly to be more consistent with the Linux GUI.