Use GL_TRUE for glstate.colorMask.set
Fix black screen in non-buffered rendering mode
Make sure interpreter and jit savestates match.
Add WrapI_UUUI

For sceMpegAvcConvertToYuv420 use
public int sceMpegAvcConvertToYuv420(int mpeg, TPointer bufferOutput,
TPointer unknown1, int unknown2) {
return 0;
}
Re-enable the flicker hack for Dissidia, etc.

This is still needed for several games, including at least Dissidia,
Echochrome, and Final Fantasy Tactics.

This reverts commit 8eedc89ad7340a896875545c5349611030b8dad6.
more work on the german translation
Bit clean up the SetRenderFrameBuffer()
Correct arguments to font alloc function.
Fix a shutdown crash with close fonts.
Add some basics for memory checks to x86 jit.

Specifically, we will need to be able to bail in delayslots,
and we will need to know the size of the access (useful anyway.)
Don't trip in a delay slot for bad mem access.

Could've done some tricky things... we don't jump correctly then.
Validate the full memory access is valid.

Probably barely matters, but since we have the size now anyway...
Basic working imm mem breakpoints in x86 jit.

Seems to work okay.  Doen't cover HLE of course.
Use unsigned compares in slowmem x86 jit.
And now the dynamic memory breakpoints in x86 jit.

And add notes that this is interpreter/HLE only for now.
Respect read/write only mem breakpoints in x86 jit.
Flush when checking for memcheck coreStates.

Trouble is this has to be done outside the lock.  So, moved out.
Properly pause the emu on memcheck hit.
Always clear since vbo is first created
Add Hungarian translation to Qt4 UI

debug stuff is not translated, but this should be enough for normal
users