github ARMSX2/ARMSX2 nightly-20260726
ARMSX2 nightly 20260726 (ab4d9f9a16)

latest releases: nightly-20260911, nightly-20260909, 2.6.9...
pre-releaseone month ago

Automated nightly build for community testing (unsigned).

Platforms: macOS arm64, Linux arm64 (4K and 16K pages), Windows arm64, Android (sideloadable APK), iOS (.ipa).

What's new

  • iOS: bring back the device stats overlay line
  • iOS: honour the OSD safe-area insets
  • iOS: shrink the performance overlay to fit the window
  • Achievements: link the RA control panel from the library-progress setting
  • Achievements: library-wide RA progress, including games never played
  • Android: record achievement progress without the panel, split hardcore
  • Android: data backup, screenshot hotkey, disc CRC without booting
  • iOS: flesh out the skin browser rows and states
  • iOS: make the skin catalog refresh and the installer match on identity
  • iOS: give imported skins a catalog id and reinstall in place
  • iOS: repair the dead guard tests and stop two UI-thread config writes
  • iOS: fix graphics settings that never reach the running game
  • iOS: gate the JIT keepalive canary on the VM being parked
  • iOS: fix Legacy-mode SIGBUS in the JIT keepalive canary
  • iOS: fix Legacy-mode SIGBUS on cross-window JIT code patches
  • iOS: fix two warnings that were real bugs
  • iOS: close the gaps around per-game stick inversion
  • iOS: fix per-game stick inversion silently discarding writes
  • iOS: fix tab background toggle snapping and cross-tab loading
  • GameDB: Dirge of Cerberus no longer needs hardware readbacks disabled
  • Android UI: fix settings clobber, restore the resume, and add opt-in controls
  • Android: fix pause/resume crashes, stalls and silent save-state refusals
  • GS: age the texture pool every frame, and fix runtime GPU profile detection
  • GS: skip the PS2 Z floor on Apple GPUs
  • GS: assert nothing rewrites clear state behind the scheduler
  • GS: route texture mapping and mipmap generation through the flush point
  • GameDB: enable render-pass coalescing for Dirge of Cerberus
  • GS: expose render-pass coalescing in the settings UI and GameDB
  • GS: only flush queued draws for an upload the queue can see
  • GS: let the pool see the textures the scheduler is holding back
  • GS: flush only for textures a queued draw can actually see
  • GS: let the second-pass draws defer as well
  • GS: keep target state visible while draws sit in the scheduler
  • GS: coalesce across a target alternation with two open runs
  • GS: add the render-pass scheduler, one open run
  • GS: route texture upload and readback through the flush point
  • GS: route texture-touching device work through a flush point
  • SDL: report argument errors on stderr instead of into the void
  • GS: stop forcing an RT feedback read for Ad-masked blends on fbfetch
  • EE: record why recRAMCopy is sized to MainRam, not ExposedRam
  • EE: assert no block survives a recClear of its own range
  • IOP: scan past non-overlapping neighbours when hunting straddlers
  • tests: establish shared state instead of inheriting it
  • tests: make the EE overlap-walk tests self-sufficient
  • EE: scan past non-overlapping neighbours when hunting stale blocks
  • mVU: pack MAC/status flags with one ADDV instead of two movemask chains
  • GS/HW: skip the PS2 Z floor where it is provably an identity
  • gsrunner: capture GS dump frames with RenderDoc
  • EE: index recRAMCopy by guest address, not startpc/4
  • iOS: Improve UI and Dynamic Background Tab Transitions

Full changelog: nightly-20260725...ab4d9f9

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