* Post-processing: Eden's ReShade FX presets in Settings > Video and in a game's own settings
* Launcher texts: the appearance, wallpaper and launcher texts in every language
* Post-processing in the README, the settings guide and the changelog: where presets and effects go
* Public rooms: the project's own rooms first, a scrolling list, and L1/R1 a page at a time
* Launcher preview: nlohmann/json from the prepared Eden source
* Driver shader cache: on whatever ids the app runs with, and the launch log says where it is
* Driver shader cache patch: set the cached driver build aside so the change compiles
* FPS overlay: memory as what is taken of the pool, in binary gigabytes
* FPS overlay: the graphics memory beside the pool
* FPS overlay: the load of each of the four emulated cores
* FPS overlay: the GPU share from the GPU own timestamps
* FPS overlay: a digit stands in the middle of its width
* FPS overlay options: CPU by core, or only the busiest core
* FPS overlay: its switches under OpenGL, the inks of the speed and the rate, nothing measured while it is off
* FPS overlay: its texts in every language, and CPU by core on unless turned off
* FPS overlay: colours on unless turned off
* Validate Eden room packets and add offline interoperability checks
* Bound proxy decompression and receive queues
* Add asynchronous room controller and cancellable connections
* Wire room settings and lifecycle into the launcher
* Bound outgoing room queues and test stalled peers
* Own room receive callbacks per proxy socket
* Support proxy polling and release sockets between games
* Retain guest sockets across descriptor changes
* Record offline qualification and freeze fresh candidates
* Record room server and read-only console preflight evidence
* Show room members and reported games in a scrollable list
* Document Tailscale capabilities and verify room rejection recovery
* Record remaining hardware validation prerequisites
* Record successful room transport over Tailscale
* Record verified console deployment for operator testing
* Use a supported keyboard type for masked password entry
* Remember room passwords and report connection failures
* Report ENet handshake errors and packet counts
* Parse numeric room addresses before invoking the resolver
* Record operator-confirmed PS5 room connection
* Use the room virtual interface for guest wireless networking
* Compose room interfaces with the native getifaddrs adaptation
* Exercise LDN discovery and peer connection through a real room
* Record PS5 Mario Kart wireless lobby validation
* Record live LDN traffic, recovery and Tailscale component validation
* Prepare official desktop reference and correct room interface guidance
* Record public room connection and native DNS failure
* Show multiplayer connection status on home and settings
* Make external Tailscale qualification optional
* Invalidate network compiler cache for generated room headers
* Use the pinned Boost version in multiplayer host checks
* Show room server ping in the game overlay
* Record verified ping overlay deployment to PS5
* Respect detailed logging settings for multiplayer diagnostics
* Make the room socket non-blocking on the console so the member loop can send the join request
* Add public room browser beside private multiplayer connection
* Keep multiplayer destination choice selectable while connected
* Record local public browser validation and deferred console test
* Explain multiplayer connection failures in a persistent UI panel
* Define idle-only multiplayer validation on console .40
* Record console .40 public directory and private room validation
* Update public room notes for PR publication
* Keep the saved private room on public joins, save the private form as typed, and harden the public room list
* Translate the multiplayer and public room texts in all 29 languages
* Eden at 67bada77
* Patches Eden now carries itself are removed; sparse tables follow its new vector
* Emitter header anchors for Eden 67bada77
* Memory checks use the JIT callback that takes a size
* Development hooks follow the JIT callbacks that take a size
* GPU lifecycle follows Eden 67bada77
* Frame generation log lines follow Eden 67bada77
* alloca for the effect compiler Eden now builds
* NSO segments, ZBIC ones too, are decoded in place
* The NSO loader check knows the ZBIC branch
* The producer check declares the shutdown the worker file now defines
* A thread's context guard and the slab lock stay spin locks
* The sparse vector's page constants do not depend on initialization order
* The exclusive monitor check uses the Boost that Eden now fetches
* Vulkan driver: the latest PS5_Vulkan tools, with the Mesa and Payload SDK they build
* RADV display adaptation for the newer Mesa: a set of framebuffers per output size
* Eden at 67bada77 (pins only; the port is adapted in the next commits)
* Frame generation: built in, in Settings > Video, greyed out without Lossless.dll, and in the README
* README: thanks to Bauls Deep and matschi95
* README: what each contributor brought
* README: wording
* The loading screen names the step a game's start is at
* The loading screen is a progress bar with the steps of the start
* Loading screen: the lettering is read in one place
* Loading screen: one small table per glyph
* Loading screen: smaller lettering tables
* Pin the audio helper header as it is since its comment changed
* Release workflow: build on the ubuntu-24.04 runner itself, without a container
* Release workflow: Meson where the build scripts look for it
* Controller type per game: Pro Controller, handheld, two Joy-Cons or a single one, in the game's Controls
* Typing text in games: the PS5's own on-screen keyboard instead of a default text
* Motion sample type as the input engine names it
* Package check: the keyboard dialog and the system module loader are expected imports
* Keyboard: a refused module request does not stop the dialog
* Keyboard: the system dialogs are started first (libSceCommonDialog import)
* Keyboard: go on when the module request is refused
* Keyboard: its module is asked for when the app starts
* README: controller type per game and typing text are done
* Game names: skip a name that is not text, show look-alike characters as plain letters; system language in the start-up trace
* Game names: characters no font has are left out, and a name with nothing left is its file name
* Newline character in the font check
* README roadmap: what is left of the game names item
* Game names: skip a name that is not text, show look-alike characters as plain letters; system language in the start-up trace
* Game names: characters no font has are left out, and a name with nothing left is its file name
* Newline character in the font check
* README roadmap: what is left of the game names item