Fixes #5779 with new PSPScreenShotDiag class
Only set depth update flag when depth write is enabled
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.
Merge pull request #6013 from unknownbrackets/gpu-minor

Fix another race, fix bug in CPU framebuf download, speed up
Merge pull request #6010 from unknownbrackets/ccc

Respect dstSize and truncate in ccc string conv
Merge pull request #6014 from unknownbrackets/debugger

Skip an error, add memchecks, upgrade old symbol maps
Update native
Oops, the vertexdecoder should read vertex alpha.

Copy/paste mistake... ugh.
Don't forget tex alpha if only a mip has none.

Mip levels should only move toward unknown.
Avoid the GE debugger affecting vertexFullAlpha.