Change some log level.
Bump up version numbers in version.rc.
Update other platforms, too.
Update PPSSPP.pro, too.
Initialize thread regs with 0xDEADBEEF.

Also initialize the float regs to NaN.
Fill registers with 0xDEADBEEF after most syscalls.

Some, like sceMpegRingbufferPut(), we don't, since... it's complicated.
But most we do, like a real PSP does.
Add a setting to skip 0xDEADBEEF reg filling.

For debugging purposes.  Can't think of a better way.
When using a bad atrac ID, return proper errors.

Tested each func with invalid ids.
Return an error when no data set yet.

Specifically this happens if you sceAtracGetAtracID, but don't set any
data yet.  Games might check for it to load in data.
Adjust some atrac reporting/logging.
Report and return errors for bad atrac data.

The PSP returns errors for invalid data, so we should too.
Fix state value in atrac context with no buffer.

Unlikely games use this, but they could.
Initialize atrac context values per PSP tests.
Cap the buffer size in sceAtracSetDataAndGetID().

Not sure if this should be done in the others or not...
Update post-processing shaders to work again after removing u_viewproj.

Initialize some uninitialized variables.
Quick hack to avoid unthrottled getting stuck when alt-tabbing.

Assumes the default keymap of course but shouldn't really have any adverse
effects if you have remapped your controls.
Update native: Let's try preferring modes with 24-bit depth. See native#144.
Update native with fix for FBO setup bug. May have something to do with #4383 and #3267 and #1313 (dupes..)
Hm, that seemed to break more than it fixed. reverted the last change.
Make the default control mapping on Ouya a bit more workable:

Start/Select are now mapped to the analog triggers instead of
non-existing buttons.