Delay thread for sceMp3Decode()
Medium Quality mode for spline patch
Fix Resistance Houfuku noToki draw slowly in OSK in debug log

#4626
Avoid duplicate logging in sceUtility*GetStatus
Switch to low/medium/high audio latency mode
Win32: Add some MSBuild scripts.
Fixes #5779 with new PSPScreenShotDiag class
Only set depth update flag when depth write is enabled
Add bin-release to the gitignore file. Fixes an issue with TortoiseGit on Windows relating to that directory.
More specifically: It doesn't like bin-release\lang\.git, but it doesn't need to concern itself with bin-release\* at all.
Update lang.
Merge pull request #6005 from thedax/updateLang

Update lang.
Respect dstSize and truncate in ccc string conv.

All of these funcs were not null terminating, oops.  And they were also
ignoring dstSize, so if the game specified one it would overflow.
Switch to a slider for alternative speed, and make its range 5-600%.
Allow the speed to go as low as 0% (at which point it becomes unlimited, since zero FPS limit in the code means unthrottle).
Fix another race condition with multithreading.

It's possible that after it's marked completed, the CPU will grab it to
enqueue.  This actually happened to mean with decent reproducibility.
Fix GL errors / flicker in framebuf->mem.

Happens in Tales of Phantasia X, reported by Kingcom.
Use SSE some in framebuffers to memory.

Since people are using it (even though it seems dangerous), might as well
make it faster.  6% better in Tales of Phantasia X.
Add memchecks for ELF loading.

Helps in games that use modules.
Upgrade symbolmaps with module address info.

This fixes some issues with jit replacement only if you had a map laying
around.
Ignore when a proxied block points to erased mem.

Happens for example when a new module is loaded, sometimes.