Fix a crash in the FifoPlayer dialog.
Change the ugly "no banner" banner to the sexy "X" from the website.
Add the option to turn on only the EGL interface to use desktop OpenGL with it.
Fix header guard and definitions not being set to 1
Video_Software: Toggable zfreeze and early_z support for testing.
Video_Software: Fix the ZFreeze option doing nothing.
Video_Software: Fix ZComploc option breaking stuff.
Reduce some DI command delays. Fix DKCR hanging with DSP HLE. My other games continue to work.
Changes/cleanup to TextureCache::Load and other mipmap related code.
The significant change is what is now line 520 of TextureCacheBase.cpp:
((std::max(mipWidth, bsw) * std::max(mipHeight, bsh) * bsdepth) >> 1)
to
TexDecoder_GetTextureSizeInBytes(expanded_mip_width, expanded_mip_height, texformat);

Fixes issue 5328.
Fixes issue 5461.
Added the ability to reverse the direction of the force feedback by allowing negative range values.

Fixes issue 5981.
Bulk send TCP data to the client with the emulated USB Gecko.

Fixes issue 6006.
Use omp_get_num_procs to set the number of OpenMP threads rather than our core count detection.
Remove the core count from the cpu info OSD message. It was often wrong and not rather important.
Fix a memleak. Probably/maybe improve USBGecko performance.
Let's not CreateDir an empty string every time CreateFullPath is used, logging an error every time.
Change some CNANDContentLoader logic to what was probably intended. Kills some warn logs when opening Dolphin.
Removing destination on rename when source isn't present doesn't make sense.
IOCTL_RENAME_FILE still might not be totally correct.

Fixes issue 5440.
Some cleanup of CWII_IPC_HLE_Device_FileIO:
The real file was never kept open for longer than a single operation so there was no point in dealing with it in DoState.
Saving the real path in the savestate was also probably a bad idea. Savestates should be a bit more portable now.
WII_IPC_HLE_Device_FileIO: don't rebuild the filename on every operation.
TextureCache: Fix D3D backends crashing when a game uses multiple 1x1-sized LODs.