Add WARN_LOG_REPORT_ONCE for unsupported BJUMP/BOUNDINGBOX
Set GE_CMD_SCISSOR1/2 with FLAG_EXECUTE
Add WARN_LOG_REPORT_ONCE for unknown GE commands
Add bunch of GE_CMD_UNKNOWN_XX
Simplify AA lines
Replace them with GE_CMD_UNKNOWN_XX
Add support for sceGeGetStack() for debugging.
Validate sceGeGetCmd and Mtx.
Return 24-bit floats in sceGeGetMtx().
Merge pull request #3863 from unknownbrackets/ge-minor

Implement sceGeGetStack(), fix sceGeGet*()
Update lang.
Merge pull request #3864 from thedax/updateLang

Update lang.
Softgpu: Wrap textures in through mode to avoid crashes in texturing.
Minor optimization in swrast
Oops (last commit)
Curious about what games use morph, so let's report.
Preparation for proper spline/bez: Convert control points to a simple format.

The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
Missed these
Return a similar dlist id range to the PSP.

At least this top part seems to match, the other bits seem randomish.
But, there may be some game out there thinking that if the top bits aren't
set it's invalid or something.
Allocate ge list ids using round robin.

Even if you enqueue and then dequeue 0, you don't get it again right away.