UI: "Option" panel in 'Particle Edit' mode was appearing in Tools and GP tab, now only show in Tools.

Patch by Kévin Dietrich.

Reviewed by: dingto
Differential Revision: https://developer.blender.org/D378
Debug function to check valid bmesh now detects duplicate edges
Fix for bmesh triangulate creating duplicate edges
Fix T36496: unwanted behavior with NLA strip blend mode Replace.

If you have two overlapping NLA strips it automatically blends between them.
However it was also blending between the first strip and the rest pose
(e.g. 0,0,0 for locations and 1,1,1 for scale).

This is ok if the blend mode is Add or Multiply since then you are adding onto
the rest pose, but for Replace you want to be able to mix between two poses
and not take the rest pose into account at all.

What this does is that to not do any blending for the first strip if it has
blend mode Replace. If someone wants the old behavior (from bugfix commit
27d792fa9ca1) they can still make an action with the rest pose and use that
as the first strip.
Icon for LineStyle

patch T37008 from Michael P.
Scons: remove lcms reference
Fix T38941: Laplacian Deform crashes on OSX

When vgroup was invalid somehow (e.g. empty, as in this case) and bind could not happen, code was dereferencing a NULL pointer...
Fix for regression noted in T38942: Blender Internal rendering can lead
to wrong obmats of nested dupli objects.

Restoring obmats after BI nested dupli object rendering has to happen
in reverse order, so higher level omats are applied last.
Fix F62828. UV stitch code did not handle non manifold edges very well.
This made loops in linked lists of uvedges from duplicate members
causing a hang. Now check all previous links before adding a new one. It
is not much slower in practice because non-manifolds are not that
frequent.
Build system support for numpy on ms-windows
Fix T38944, Fonts too small in Movie Clip Editor on Retina display.

Thanks to Sergey for suggesting this fix.
Fix T38918: Boolean modifier crashes when using specific topology

There were loads of issues in the code still which are mow likely fixed:

- Hole resolver hook had memory leak -- it didn't free face with holes
  when triangulating it.

- Original edge mapping didn't work correct. old code related on the fact
  that loop order is not changing when constructing the MeshSet class, but
  in fact it does change.

  Currently used edge map for this because it was easiest way to do it now,
  but after the release we're to change it. Main reason is that face mapping
  is not correct as well (and it was never correct actually). So we'll need
  to construct Mesh structures by our own to be sure we're using correct
  original index mapping.

- Carve might produce faces with ears, which is forbidden in Blender.
  it wasn't an issue in old integration because triangulation will remove
  the ears. So for now simply added ears removing back as a hook.

  But actual reason of the ears is to be investigated really.

  This hook will only work for NGons, quads are assumed not be able to
  have ears. So this additional hook shouldn't slow down things much.

- Carve's hole resolver produces duplicated faces in some cases. Still not
  sure what is the reason of this. Code here is not so much straightforward,
  this is to be investigated later.

  For now solved the issue as own hole resolver which checks for duplicated
  faces after the hole resolving.

  The additional checks here will only run if the mesh actually have hole
  and wouldn't introduce slowdown for faces which doesn't have holes.

- Made it so if edge user triangulation gets a split (for example, in cases
  when this edge intersects with the second operand) it wouldn't be dissolved.

  This prevents cases of crappy topology after dissolving in several cases.

- Edge dissolver didn't check for whether edge is a non-manifold. We couldn't
  really dissolve open manifold edges.

  The bad thing about this is that mesh triangulation might produce non-manifold
  edges and they wouldn't be dissolved. Not worst case in the world, but would
  be nice to have it solved somehow.

- Exporting mesh form Carve to Blender might have produced duplicated edges
  in cases when several non-manifold faces shared the edge. This is also fixed
  now.

- Mesh triangulation might have produced duplicated faces, which is really bad.
  Fixed by keeping a track on which faces we've created and skipping adding new
  triangle if we already have one.

This all might introduce some slowdown, but we're too close to the release now,
so would rather have it slower but robust. After the release we might look into
ways to speed things up.
Fix T38936 Bevel strange flickering on big meshes.

Last change to bevel had a check for what was supposed
to be an "on edge" new vertex being off the edge.
The test tolerance was too small. This fixes that.
Fix compilation error windows
Fix T38945, empty "System Bookmarks" and "Recent" panel were drawn in the File Browser, although these were disabled in User Preferences.
Fix volume scatter render issue introduced by recent bugfix.
Fix simplify brush not supporting autosmooth. There is no reason why
this should be so and it's useful to quickly decimate and smooth at the
same time.
Build system copy release/site-packages for windows
Build system: use lstrip with scons
OSX/scons: copy release/site-packages for OSX ( static py for now )