https://store.steampowered.com/app/345610/The_Fruit_of_Grisaia/ likes to call IDirectSoundNotify::SetNotificationPositions with position two bytes before the end of the buffer, then play it nonlooping.
If Wine doesn't feel like delivering these notifications, the Quit Game button on the title screen screws up.
The game also likes to lock up during scene transitions in Wine/Proton, which I strongly suspect (but haven't confirmed) has the same root cause. (I haven't found a reliable repro for the lockups.)
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v2: dsound: Fix SetNotificationPositions at end of nonlooping buffer.
dsound/tests: Add nonlooping SetNotificationPositions test.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6873
As a side effect (and trigger) this gets rid of a variable named
bool which is a reserved identifier in C23 and would break with
GCC 15 moving to -std=gnu23 (which is based on C23).
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6901
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v4: mshtml: Make ProgressEvent constructor only available in IE10+ modes.
mshtml: Make PageTransitionEvents only available in IE11 mode.
mshtml: Expose ie9_char as char for KeyboardEvent.
mshtml: Implement get_data for legacy DOCTYPE comment elements.
mshtml: Don't expose element props from comment nodes in IE9+ modes.
mshtml: Don't expose 'atomic' prop from comment nodes in IE9+ modes.
mshtml: Expose IHTMLCommentElement2 interface for comment elements.
mshtml: Don't expose toString from text nodes in IE9+ mode.
mshtml: Expose the props from the IWineHTMLCharacterData interface for
mshtml: Add an internal IWineHTMLCharacterData interface and forward text
mshtml: Move htmlcomment.c contents into htmltextnode.c.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6887