Flesh out the netconf dialog a bit by having it display an error, and add a stub for sceNetApctlDisconnect.
Shorten translation key.
Add/clarify some comments.
iOS JIT check correction. Check for controllers connected before launching PPSSPP.
love tab not space
sceAudio : better logging
Implement the PSP's VPL allocation method.

May help some games which hit allocation / free errors.  VPLs are not
common.

May improve performance in games using VPLs heavily, like Pangya.
Return PSP_UMD_READY when sceKernelGetCompiledSdkVersion() != 0
Correct some vpl allocation logic.

Tricky.  This makes more tests pass, seems right.
For FIFO vpls, block threads in order.

Even for a smaller size later in the fifo queue.
Block vpl fifo allocations to, not just wakes.
Merge pull request #5310 from unknownbrackets/vpl

Track vpl allocation in PSP ram, use similar algorithm to the PSP
Merge pull request #5308 from raven02/patch-19

sceAudio : better logging
Merge pull request #5307 from sky-zer/ios-patch

iOS JIT check correction
Merge pull request #5294 from thedax/netConfDialog

Flesh out the netconf dialog a bit by having it display an error, and add a stub for sceNetApctlDisconnect.
Merge pull request #5309 from raven02/patch-20

Return PSP_UMD_READY when sceKernelGetCompiledSdkVersion() != 0
Fixed infrequent segfault in CheckAlpha

pixelData was allocated with stride shorts per row and then advanced as
stride ints per row (reading every other row).  Upshot: fully solid
16-bit textures with alpha channels should now properly categorize as
ALPHA_FULL
In FIFO, wake the next waiting thread on timeout.

It may have been blocking the queue waiting for a larger size.
Merge pull request #5313 from hilesaz/master

Fixed infrequent segfault in CheckAlpha
Fix semaphores not waking on fifo timeout.