initial clang format config.
UseTab:          ForIndentation
Don't write to EXRAM if it doesn't exist.

Previously, if a gamecube game wrote to an EXRAM address, dolphin would
segfault.
Panic on invalid reads/writes for non-mmu games.

Previously it would fall through to the mmu code path, and raise a dsi
exception, which it would never check for, so it would continue
executing code silently.
Moved "Connect Wiimote" options into submenu

Moved "Connect Wiimote 1-4" and "Connect Wii Balance Board" into their
own submenu.
Corrected the physical memory access to MEM2 via the MMU. Fixes Toy Story 3.
Changed the FAST_TLB_CACHE to update its state only if the TLB cache is accessed by the game (not by Dolphin).  The FAST_TLB_CACHE (written by booto) is faster and accurate to the hardware.  Enabled the FAST_TLB_CACHE by default.
Remove setting to enable or disable Bounding Box calculation.
D3D: Implemented cache for dynamic render states
D3D: Moved render state cache into separate source files.
Refactored  StateCache::Get() to early out for narrower indentation.
Added comments to clarify ownership of objects returned by  StateCache::Get().
D3D: State cache now uses BitField to define packed render states
D3D: moved render state cache implementation to D3DState.h/cpp
D3D: Fixed uninitialized members of gx_state
Start/Stop Audio Dump During Emulation
Flipped Wave File Channels

This change was done because with the previous method of dumping audio, the mixer would handle switching the RL being emitted by the DSP to LR, and thus would provide the proper channel orientation. Because we're now dumping directly from PushSamples() and PushStreamingSamples(), it was writing the right channel to the left channel of the wave file and vice versa.
If the stack overflow trap region has already been tripped, don't continue to ignore faults there.

In the unlikely case that it tripped and then, due to a bug, some other
fault occurred (e.g. stack misalignment), Dolphin would go into an
infinite loop rather than crashing.
D3D: State cache now reduces number of blend state permutations by collapsing some states that have blending disabled
Get rid of netpad and just send the GCPadStatus in netplay.
Merge pull request #1295 from crudelios/remove-bbox-settings

Remove setting to enable or disable Bounding Box calculation.
Make some variables static (should probably adjust for coding style too, but I'm not the one who merged code with bad style...)