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PS2: Slightly optimise clearing
PS1: Slightly improve stability
PS1: Avoid shift of OTZ in primitive renderer
Fix rare case where http SSL downloader got stuck in an infinite loop (thanks SpiralP)
PS2: Simplify packet writing a bit
PS2: Actually fix splitscreen
PS2: Partially fix splitscreen mode
PS2: WIP fixing splitscreen
PS2: Write all GS commands manually
PS2: Clear buffers manually
PSP: also clear buffers directly
Try to continue running when static VB allocation fails
PSP: Write a few more GE commands directly
PS2: Try to fix texture corruption on hardware
N64: Try to use palettised textures for UI when possible
N64: Move source files into src/n64
PS2: Don't set pre/prim fields of REGLIST tags, as that isn't actually allowed
PS2: try to use PRMODE register instead
PSP: set scissor directly
PS2: Optimise matrix multiplication
PS2: Just use one draw context
PS1: Simplify framebuffer management
PSP: More of map goes through skip clipping path
PSP: Work on fast clipplane skipping
Dreamcast: Try to avoid clipping path when possible
Revert "Dreamcast: Avoid clipflags calculation when possible"
This reverts commit f775a0e7e2b19e397aa216d312197fea4624f7e2.
Dreamcast: Avoid clipflags calculation when possible
Dreamcast: tidy up assembly