In NandPaths.cpp, the `std::initializer_list<char>` of illegal characters has been turned into a `char[]` (similar to the one in GameList.cpp).
The reverse iteration in ResourcePack.cpp seemed to provide no benefits, and doing without it it seemed to have no ill effects.
The new `Common::Contains` and `Common::ContainsSubrange` function objects mirror C++23's `std::ranges::contains` and `std::ranges::contains_subrange`, respectively.
In JitRegCache.cpp, the lambda predicate were replaced by a pointer to member function because ranges algorithms are able to invoke those.
In ConvertDialog.cpp, the `std::mem_fn` helper was removed because ranges algorithms are able to handle pointers to member functions as predicates.
In BoundingBox.cpp, the lambda predicate was returning the bool element unchanged, so `std::identity` was a better fit.
In WiimoteReal.cpp, JitRegCache.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In ConvertDialog.cpp, the `std::mem_fn` helper was removed because ranges algorithms are able to handle pointers to member functions as predicates.
In DITSpecification.cpp, MaterialAsset.cpp, and ShaderAsset.cpp, lambda predicates were replaced by pointers to member functions because ranges algorithms are able invoke those.
In NetPlayClient.cpp, the non-trivial `NetPlay::Player` elements were being passed by value in `NetPlayClient::DoAllPlayersHaveGame()`. This has been fixed.
In WIABlob.cpp, the second example's predicate was returning the `std::optional` by value instead of implicitly converting it to a bool. This has been fixed.
Creates a layer outside the game config layer system and passes it to the created gfx widows, so as to not interfere with the global config system.
Supports multiple game properties being open at once.
Supports editing while a game is playing, but the options only save and update the active game when the window is closed.
Right-clicking will remove a property from the game ini.
Prefer BLENDVPD over VBLENDVPD if the latter doesn't save any
instructions.
VBLENDVPD allows separate source and destination registers, which can
eliminate a MOVAPD/MOVSD. However, on Intel since Skylake, VBLENDVPD
takes additional uops to execute compared to BLENDVPD (according to
https://uops.info). On AMD and older Intel microarchitectures there is no
difference.
Some generators (like Unix Makefiles and Xcode) copy an app's Info.plist at configure time.
This causes a problem when we need to generate the Info.plist at build time, like how we
currently do it with ScmRevGen. Instead of generating the Info.plist directly in ScmRevGen,
provide an Info.plist without any version information to CMake at configure time, have
ScmRevGen generate a separate plist file with the version information at build time, and
then merge the two together to create the final Info.plist.