Fix VS2010 build
Merge pull request #7 from Kingcom/master

Fix VS2010 build
locale: remove garbage files
local: refresh all language

* Mark "enable widescreen hack" as fuzzy in most translation
* update zh_TW/es_ES
pcsx2: call GSReadFIFO from GS thread (was EE)
gsdx ogl: remove multithread hack

This hack was used because GSReadFifo was called from the EE thread.
Previous commit move the call to the GSThread.

Hopefully avoid flushing the full GPU contex would improve openGL
performance (at least avoid some hiccups ;) )

Note: newer GSdx ogl won't be compatible with older PCSX2
gsdx-ogl: texture management

Improve arb_buffer_storage implementation
Try harder to align the texture buffer

Strangely arb_buffer_storage is 3 times slower on my PC (nvidia)

Tester are welcome! Open the ini file
"ogl_texture_storage = 1" <= enable the extension
"ogl_texture_storage = 0" <= disable the extension

Note: you need an opengl 4.4 driver or one that support arb_buffer_storage (i.e. not catalyst)
gsdx ogl: add buffer_storage for vertex upload

A bit slower. Maybe because SubData does the copy in the driver thread. My memcpy is done on
the main thread. I'm not sure it would worth an extra thread to copy vertex data to the GPU

Note: testers are welcome. You need to edit the ini file.
"ogl_vertex_storage=1" <= enable the extension
"ogl_vertex_storage=0" <= disable the extension

Again you need the support of GL_arb_buffer_storage (i.e. not catalyst)
gsdx-ogl: automatic dectection of buffer_storage
gsdx-ogl: improve debugging capabilities

allow to print memory transfer usage
Check gl call in dev build
cmake version:

Use same version as window based on git
drop subversion code
use lld on onepad
ignore vim tmp file
pcsx2 debugger: be more friendly with linux

* Fix a couple of gcc warning and replace deprecated function
* Fix the redraw of the memory zone
* Avoid a crash if we breakpoint before running
* Use %s on linux because %S isn't supported
* Properly check .result in recMemCheck. Add some code to print hit
  breakpoint.
* breakpoint window isn't properly resized so used a static size as a
  temporary workaround
It doesn't seem to be needed with vs, but those numbers are technically long longs.
fix visual studio compilation