Search names in fonts in the order of Microsoft, Mac and finally Unicode platform. This is also the
order win32u uses to load font names.
Fix Granado Espada Japan (1219160) launcher crashes at start in the Japanese locale. The game ships
a font with a broken name record of Mac platform and encoding ID 0 (Roman) but the name string is in
code page 10001 (Japanese). This broken name record is placed before the name records for the
Microsoft platform so it gets selected first. Then the name string in the name record doesn't get
converted correctly to Unicode because of the wrong code page. Thus the EnumFontFamiliesExW()
in GdipPrivateAddMemoryFont() fails to find the font and causes game crash.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/5421
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v3: widl: Add support for VT_USERDEFINED to SLTG typelib generator.
widl: Properly align name table entries.
widl: Add support for structures.
widl: Add more traces.
widl: Use generic 'struct sltg_data' for collecting data.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5397
Follow up to !5342. This adds the last missing piece for fixing how `ShellExecute` finds files, and restore the ability of running native unix programs with `ShellExecute`
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v2: shell32: Accept ".so" as a valid program extension.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5400
First change also avoids a leak of classes (later activates) when the transform is successfully connected.
The use of MFTEnumEx is necessary so that the tests work, as they use a locally registered transform.
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v2: mfreadwrite/tests: Test the D3D awareness of source reader transforms.
mfreadwrite/tests: Test the source reader stream change events.
mfreadwrite/reader: Make the GetTransformForStream category parameter optional.
mfreadwrite/reader: Use MFTEnumEx to enumerate stream transforms.
https://gitlab.winehq.org/wine/wine/-/merge_requests/5412
This finally solves a FIXME that was added back in 1997.
NFS High Stakes (and Motor City Online) both emit a 0x190 access
violation on startup (according to game's strings this was meant
to be debugger detection; I think this was done to interfere in
a DRM bypass but I'm probably wrong).
But anyway that feature causes a Wine Debugger dialog to appear
when starting the games (if you click "Show Details" though they
suddenly start working normally but this is an extra annoyance
for average people who just want to play the game).
This change prevents that by not starting the debugger if the
SEM_NOGPFAULTERRORBOX flag is set (if that flag wasn't set then
people would be complaining about the game crashing every time)
which lets the exception silently go through (it can still be seen
with WINEDEBUG=+seh set though).
I'm not sure how I can test for this exception handling behavior
(I'm thinking of calling RaiseException() inside a __try/__except
block but that might not be exactly what the games are doing).
This patch was originally posted by Zeb in a diff form (so the
patch description has been written by me, DodoGTA).
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https://gitlab.winehq.org/wine/wine/-/merge_requests/4567