Cleanup GLExtensions on how it fails.
If there is an issue with a reported extension, disable it instead of failing out entirely.
Fixes an issue with buffer_storage that I had overlooked as well.
ControllerInterface: Move DInput ForceFeedback support to a seperate class
ForceFeedback: Add OSX rumble support
ForceFeedback: Don't depend on the force_type_name index.

Instead use a for-each loop, compare GUIDs and save the name pointers.
ForceFeedback: Fixed scoping bug

Previous code relied on a destroyed variable to still be valid.
Merge pull request #12 from Armada651/osx_rumble

OS X Rumble Support
Revert "Merge pull request #49 from Parlane/sprintf_tidy"

Change broke the build on Debian stable.

This reverts commit 28755439b36ac8e875d764da5db31ad693459ace, reversing
changes made to 64e01ec763d21915e7166e625f8a3e85b46fbcbb.
Cleanup enum indentations.
Merge pull request #38 from Sonicadvance1/GLExt-lessfail

Cleanup GLExtensions on how it fails.
Fixes Mesa with buffer_storage patches and no direct_state_access.
Automatic translation resources update from Transifex
Clean up some struct indentations

Also cleaned up the indentations of some variable declarations.
Remove function Xchg from SWStatistics.cpp. Like the one previous, this can be replaced with std::swap
Merge pull request #53 from lioncash/remove-another-xchg

Remove function Xchg from SWStatistics.cpp.
Merge pull request #54 from lioncash/cleanup

Cleanup mismatching struct/enum indentations.
Some tidy up of sprintf to StringFromFormat
Includes a small fix to SetupWiiMemory
Merge pull request #56 from Parlane/sprintf_tidy

Some tidy up of sprintf to StringFromFormat
Clarify an if statement in NetPlayClient.cpp. See: https://github.com/LaurentGomila/SFML/issues/26.
This was simply an error in documentation. It actually returns an sf::Socket::Status enum value as a result.
Merge pull request #57 from lioncash/net-clarify

Clarify an if statement in NetPlayClient.cpp.
Throttle by coretiming event instead of VI

VI isn't called as regular as we want to, so we have to create a new throttling event called regularly by coretiming.

Atm we throttle every 1 ms when we are too fast and skip throttling when we lack 40ms (to avoid fast boosts after slowdowns)
Drop framelimit by fps

Framelimit by fps can't be done per coretiming