branch for the apricot project
Option improved view navigation with large scenes. - "Auto Depth" in the view settings.
This works around the annoying problem where you cant zoom in any further by using the depth under the mouse to set the zoom endpoint.
It also sets the view rotation pivot to be under the mouse and works well with "Zoom to Mouse Position"
Auto Depth didnt work in ortho perspective
Make scripts stay in the windows when LOAD UI is disabled
warning fix from trunk
changes from trunk as well as ipo transform bugfix with NLA scale
apricot request, continues view translates the offset (like fly mode) when auto depth enabled, probably will need a nicer solution for this in trunk.
fix for last commit, inverted zoom
changes from trunk
merge from trunk + some own stuff commented
ground clamp during transform for speedy level editing,

The way this is integrated into transform code is really unacceptable, tried making this integrate into snap and retopo, but neither are good fits. - Will discuss with Theeth how this might best fit in.
added comments for bad transform stuff
merge from trunk
Request from Chris Plush, poly reduction tool that maintains face loops and gives pradictable results for terrain, this could evolve into an UnSubsurf tool.

Currently face flipping is incorrect and UV's are lost.
dupliGroup instance offset, so a library of objects can be stored on 1 layer without placing each groups members over the world 0,0,0 point.
changes from trunk

Apricot Branch: material GLSL shaders
=====================================

- Currently only supports node-based materials, with some nodes,
  main purpose of this commit is to get the infrastructure in
  place, more material options will be added in the following weeks.
- Supported shader nodes: camera, curves, geometry (everything
  except global and front/back), curves (partially), huesatval,
  invert, mapping, math, mix/add/mult/sub/div, math, vector math,
  normal, output, rgb, separate/combine rgb, squeeze, basic image
  textures, value and output.
- Lights and shaders are still missing, but since the SoC project
  had these working quite far it should be possible to reuse that
  code.

- Enable using "GL Shaded Mode" in the user preferences. It will
  replace regular shaded mode with glsl shaders.
- If the material is not node based or has an error in it, it will
  revert to solid shading. Need to do this kind of error handling
  better and make it posssible to still run even with some
  functionality not supported.
- Integration with texture loading in textured mode is very poor,
  needs to be revised.

- Only added support for Scons and Makefiles.
- Added GLEW in extern/. There were some conflicts with the game
  engine opengl extensions but managed to solve them. Still, it
  would be good to use single mechanism for opengl extensions.
- Added a "gpu" module in source/blender. It has quite a lot of
  code with much of it uncommented as well, some of that will
  become used and some it will be removed later.
- OpenGL shader code is currently converted to a C file with
  datatoc (which now 0-terminates the arrays), but this has to
  be done manually still, need to figure out a better way or
  integrate it into the build systems.
caedes needed this fix for exporting

Apricot Branch
==============

GLSL materials:
- Added the beginning of texture stack evaluation, only a few options
  are supported.
- Added a few lines of code to display non-node materials, with solid
  mode lighting to at least see something.

Apricot Branch
==============

GLSL materials:
- Basic support for normal maps, though it looks quite flat with
  the current solid mode lighting.