Fix T42883: ID-Prop arrays longer than 'shot' fail
Fix T42875 GLSL display not correct in vertex array mode.

GLSL used a global variable to store the enabled vertex attributes which
were not set for vertex arrays after the VBO refactor.
Fix T42885: We still had a few wrong doc in mathutils about methods returning
instance of self while actually returning None...
Fix T42892: UV pixel snap with negative values
Fix for idproperty comparison

comparing arrays had flipped logic
IME fix: Quit two assert failures

We could now also remove the win->ime_data assert in wm_window_IME_end,
but think it's better to leave it for further development.
Tracking: Fix possible race condition accessing the tracks

Writing to the tracks was already inside the lock section, but
reading was not. This could have lead to race condition leading
to all sorts of weird and wonderful artifacts.
Tracking: Avoid possible treading issue reading the frame to sync
Tracking: Fix wrong logic in tracks synchronization

There was some stupidness in the way how tracks are synchronized from the job
to actual DNA data leading to all sort of weird and wonderful failures again.
Fix missing UI ID messages and/or I18N contexts for MovieClip/Mask/Palette/PaintCurve ID types.
Fix T42864 (partial): Knife-project had too-low precision
Fix T42864 (partial): knife-project included uncut backfaces

When knife-project ran with cut-through disabled,
it would still try to select faces behind the cut.

Now check if the faces are obscured.
Improve tip for simple deform origin
Fix for clip proxies builder reloading original footage frames

This isn't needed if the source is the image sequence.
Fix T42864: Knife-project fails with 'cut-through'

Removing edge-hit-doubles could incorrectly de-duplicate intersections between different edges.

Gave noticeable errors cutting through geometry that overlapped exactly.
Remove NULL checking variable after using it.
Fix T42888: Separate and Combine HSV distorts the hue value

These nodes were assuming sRGB input/output which is for sure wrong for the
shader pipeline which works in the linear space.

So now conversion to/from linear space happens in these nodes which makes them
making sence in the shader context but which might change look and feel of
existing scenes.
Fix nasty typo in CPP RNA that would break on int or bool dynarrays...
Fix typo in VBO
Fix T42917 shadow maps not working on ATIs.

This is yet another issue with framebuffers. There are two issues: We
need the framebuffer fully bound to check for completeness and when we
bind a depth texture as frame buffer we need to disable read/write.