Gameini database update. Carmen Sandiego(gc), Ed, Edd n Eddy (gc), Ice Age 2 The Meltdown (gc), The Incredibles(gc), Jedi Knight II: Jedi Outcast(gc), Enter The Matrix (gc), X-Men Next Dimension(gc), Project Zero 4 (wii), Resident Evil Archives: Resident Evil Zero (wii), Shaun White Snowboarding: Road Trip(wii), GoldenEye007 (wii), Namco Museum 50th Anniversary (gc), Future Tactics (gc), The Grim Adventures of Billy & Mandy (gc), NASCAR 2005 (gc), NAMCO MUSEUM (gc), MVP Baseball 2005 (gc), BIONICLE (gc), TY the Tasmanian Tiger 2 (gc), Blast Works Build, Trade, Destroy (wii), The Croods Prehistoric Party (wii) and various Japanese games are added/updated.

Fixes issue 6751.
Fixes most ini files from issue 6726.
Thanks to nash67 for his help.
Fix build on Mavericks.
Added memchecks when the MMU is enabled.  Thanks to comex for the fix.

Fixes issue 6754.
D3D: Use floating points for viewport parameters.

OpenGL 4.1 allows for a similar change thanks to ARB_viewport_array, but we don't make use of this, yet.
Fixes GCC 4.9 compilation. It now supplies its own _mm_shuffle_epi8 intrinsic.
Revert "Fixes GCC 4.9 compilation. It now supplies its own _mm_shuffle_epi8 intrinsic."

This reverts commit b2c4901b3f31007aeec5d6428ef89f16b6535835.

Breaks Windows build. GCC 4.9 isn't out yet anyway.
Update to VS2013 and a slew of build-related updates. Notes:

* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
[vc12] std::min/max requires <algorithm> header. It should be in pch, but just add it for the single file that needs it, for now.
Add dxsdk_dir to vc++ paths via base.props. This means you no longer need the paths in a global property sheet. In fact if you have them in such a file, you should remove them as it will cause conflicts with the vs2013 build.
Wipe all traces of OpenSSL's AES implementation. Use polarssl instead.
This introduces a FXAA post processing shader for our OpenGL backend. I would like to acredit mudlord for making this possible. He provided the code necessary for making this PP shader possible. Without it, this shader would have still not been done. So a major hats off for doing all the hard work mudlord.
Fix Linux build issue.
Add git.bat to the options in make_scmrev.h.js because depot_tools uses it and I'm silly.
[Android] Fix PCH build. Clean up DolphinWX cmake file a little bit. Modify our android cmake toolchain file to make the default build location not be source root, because that is stupid.
Fix FXAA shader for OpenGL ES 3.
OGL: Use floating points for viewport parameters.

As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
[viewport-float] Fix OpenGL ES 3 build.
VideoCommon: Drop D3D9 SSAA implementation

This isn't needed for both OGL+D3D11 as they support sample shading directly. So we
could use the common MSAA util shaders instead of writing custom ones.
Merge branch 'viewport_float'
VideoCommon: move ViewportCorrection into VideoCommon

D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.