UI: correct own bad use of bool and document area_copy_data args
Support logging of modified faces in dyntopo.

This is meant to support undo when hiding parts of the mesh.
Also avoid rebuilding the PBVH in that case as well (no nodes split)
Change GPU deletion at GPU buffer update time. This should be detected
and done at PBVH update time, since it is possible to have no triangles
to display in a buffer if node is hidden.
Code cleanup: use bool
API Cleanup: Use BKE_constraint prefix for constraint api
Drawing: use const for wire color
Fix for Sinus Displacement and 2D Offset stroke geometry modifiers.

These modifiers were not working properly when they were applied to strokes
whose backbone was already modified by other geometry shaders.  This problem
was due to the use of Normal2DF0D that compute 2D vertex normals based on
the underlying FEdges up on which initial stroke geometry is defined.  Now vertex
normals are computed on the basis of modified stroke vertices.

A helper function 'stroke_normal' for computing normals of stroke vertices was
added to the 'freestyle.utils' API module.
UI: split area_copy_data into ED_area_data_copy, ED_area_data_swap

Was confusing to have swap/copy in the one function.
Fix for Freestyle Python API modules not found in the Python Console.

Addition of the path to the Freestyle Python API modules to 'sys.path' was delayed until
the first Freestyle rendering, so that any import attempt of the modules in the Python
Console always failed.  Now the update of 'sys.path' is done at Blender start-up.
This allows the Freestyle-specific modules to be imported without running Freestyle,
facilitating quick interactive testing in the Console.
Fix compilation error after recent BLF change

FT headers seems to be inconsistent here, FT_KERNING_UNFITTED
is defined as an enum element, but FT_Get_Kerning expects UInt.

Just case for now.
Fix for rigidbody treating the quat as a v3 with pointcache
Math Lib: use less strict epsilon with BLI_ASSERT_UNIT_QUAT

was causing issues with pointcache
Fix T39206: Plane deform works incredibly slow

The issue was caused by the readEWA spending loads of time trying
to sample regions outside of the buffer.Solved by adding an early
exit check.

We could also clamp the sampling region to the rect, but it's
not so much clear whether weight will be correct in such case
so left it for the future.
Fix T39640: Crash on maximizing/minimizing UV/Image Editor

Added a NULL-pointer check for now, actual issue might be
burried somewhere else (aka maybe traversal of the WM is
not actually correct here?)
Fix T39584: Effects strips render black

It's possible that effetc strip would be placed to the same
'machine' as it's inputs. We don't want to clear such strips
from the stack.
Blender Internal: remove BLI BVH for raytracing.

It has no benefits over other BVH types, as far as I know it was only added
because it was possible. This also fixes T39344.
Fix T39266: Weird Skin modifier shutdown

Fix wrong quat being calculated for curve's path.
Also avoid some divisions by zero.

Happened in cases when all the curve points have the same coord.
Fix redraw and undo issues with hidden parts in dyntopo after recent
changes.
Fix T39627

HSL sliders jumping. The issue here is that we store HSV in display
space.
To correctly account for that, made sure HSV/HSL is now using the
displayed
color to compute the values in the sliders. RGB values still show
the property values (linear for linear, gamma corrected for gamma
corrected)

We could change the way we store HSV uniformly (ie in all the code), but
we would need to add many more conversions in the picker code to account
for storing it that way. Also it doesn't make sense: Color pickers
should help with -visible- color selection. It may
be worth changing the RGB sliders as well.
My fix takes into account the way HSV is stored in HSVCube as well in
the code.
Fix part T39643: Compositor renders blank Render Layer from other Scenes

Fixed the part with missing tiles highlight and render info when rendering
different scene via the render layers node.

Displaying of the rendered result for a different scene after the render
is finished is still not "fixed". That's an intended behavior actually
to display render result for an active scene.