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
Use float to calculate the fps/vps

This will round internally, so 59.99 fps will now be shown as 60 fps.
Merge pull request #44 from degasus/throttling

CPU Throttling by CoreTiming
Replace all include guard ifdefs with "#pragma once"
Merge pull request #58 from lioncash/reppin-pragma-city

Replace all include guard ifdefs with "#pragma once"
x64: drop instructions that don't exist

These instructions don't exist in hardware although I agree that they
would be useful for our purposes ;)
Merge pull request #59 from Tilka/nit

x64: drop instructions that don't exist
audiocommon: remove 1:1 interpolation

The usual one is 32->48 khz interpolation. So there is no need in a special 1:1 interpolation only for performance.
audiocommon: sync mixer by fifo instead of estimate values
controll the interpolation frac by the fifo size
change AI sampling rate based on framelimit
Automatic translation template update
Rename "JITIL experimental recompiler"

This changes it to "JITIL Recompiler (experimental)"
Merge pull request #64 from ExtremeDude2/master

Rename "JITIL experimental recompiler"
x64: add support for some x87 instructions
Jit64[IL]: fix float conversions

Floating-point is complicated...

Some background: Denormals are floats that are too close to zero to be
stored in a normalized way (their exponent would need more bits). Since
they are stored unnormalized, they are hard to work with, even in
hardware.  That's why both PowerPC and SSE can be configured to operate
in faster but non-standard-conpliant modes in which these numbers are
simply rounded ('flushed') to zero.

Internally, we do the same as the PowerPC CPU and store all floats in
double format. This means that for loading and storing singles we need a
conversion. The PowerPC CPU does this in hardware. We previously did
this using CVTSS2SD/CVTSD2SS. Unfortunately, these instructions are
considered arithmetic and therefore flush denormals to zero if non-IEEE
mode is active. This normally wouldn't be a problem since the next
arithmetic floating-point instruction would do the same anyway but as it
turns out some games actually use floating-point instructions for
copying arbitrary data.

My idea for fixing this problem was to use x87 instructions since the
x87 FPU never supported flush-to-zero and thus doesn't mangle denormals.
However, there is one more problem to deal with: SNaNs are automatically
converted to QNaNs (by setting the most-significant bit of the
fraction). I opted to fix this by manually resetting the QNaN bit of all
values with all-1s exponent.
Interpreter: fix float conversions

Can't use simple casting, otherwise we get the same problems as in Jit64.