The storage event url prop fix is tested after the location.hash tests are added, implicitly. I didn't find a need to add extra tests for no reason there.
The super_navigate changes for fragments is also necessary for the location.hash tests (and its behavior, apparently)…
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v6: mshtml: Implement document.importNode.
mshtml: Implement HTMLLocation_put_hash.
mshtml: Always use navigate_fragment for fragment-only navigation in navigate_uri.
mshtml: Don't include fragment in storage event's url prop.
mshtml: Return E_ABORT if wine-gecko's OnDataAvailable aborts the binding.
mshtml: Improve locale stub for KeyboardEvent.
mshtml: Implement isContentEditable for HTML elements.
mshtml/tests: Handle broken localStorage on native.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1206
FWIW this MR failed the test-linux-32 pipeline, as it actually fixed and then succeeded a todo_wine in the `comctl32:edit` tests. It got merged nontheless, and now the pipelines of all the MR are failing the same spot.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/231#note_13445
This is wine-7.0.1-rc1, so not ready yet to merge.
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v7: Release 7.0.1.
tools: Import make_announce changes from the devel tree
This merge request has too many patches to be relayed via email.
Please visit the URL below to see the contents of the merge request.
https://gitlab.winehq.org/wine/wine/-/merge_requests/955
A mix of a miscellaneous fixes:
* Fixes to failed asserts I have stumbled upon when implementing other features.
* Checks required for properly supporting object components.
* A couple of code improvements.
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v7: vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.
vkd3d-shader/hlsl: Use the base type of the array elements in write_sm1_type().
vkd3d-shader/hlsl: Validate that statics don't contain both resources and numerics.
vkd3d-shader/hlsl: Validate that extern structs don't contain objects SM < 5.
vkd3d-shader/hlsl: Don't allocate object types as constant registers.
vkd3d-shader/hlsl: Properly free new store node memory if init_deref() fails.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/42
A mix of a miscellaneous fixes:
* Fixes to failed asserts I have stumbled upon when implementing other features.
* Checks required for properly supporting object components.
* A couple of code improvements.
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v6: vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.
vkd3d-shader/hlsl: Use the base type of the array elements in write_sm1_type().
vkd3d-shader/hlsl: Validate that statics don't contain both resources and numerics.
vkd3d-shader/hlsl: Validate that extern structs don't contain objects SM < 5.
vkd3d-shader/hlsl: Don't allocate object types as constant registers.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/42
A mix of a miscellaneous fixes:
* Fixes to failed asserts I have stumbled upon when implementing other features.
* Checks required for properly supporting object components.
* A couple of code improvements.
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v5: vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.
vkd3d-shader/hlsl: Use the base type of the array elements in write_sm1_type().
vkd3d-shader/hlsl: Validate that statics don't contain both resources and numerics.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/42
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v2: vkd3d-shader/sm4: Use a flat array to store destination types.
vkd3d-shader/sm4: Use a flat array to store source types.
vkd3d-shader/spirv: Avoid using DXBC-specific definitions.
vkd3d-shader/sm4: Use the VKD3D_DXBC_MAX_SOURCE_COUNT macro where possible.
vkd3d-shader/spirv: Rename struct vkd3d_dxbc_compiler to struct spirv_compiler.
vkd3d-common: Always prefix debug output with "vkd3d".
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/45