SCons: Hopefully final fix for 32bit linux buildbot

No need to run automated tests for cudakernels target. TThis could
be harmless because CUDA binaries are built in the another chroot.
Need to disable Libmv for cudakernels target

This way no access to automated tests variables will happen.

Ideally it should be something more like using blenderlite
with just Cycles enabled, but let's keep it for a bigger
clean up.
Revert "Fix T40257: Frustum culling not working properly"

This reverts commit 978dba4616852e0b94374f2ae56934049d9b3669. The change
still doesn't provide accurate culling information, and actually breaks
animation culling.
Fix compilation error with scons when building from detached head
Fix for invalid memory access in graph editor when deleting the last
vertex in a fcurve.
Fix T41005: Seemingly random crashes with cycles rendering
Fix T41013: OSL and Crash
Fix T40989: Intermittent crash clicking material color selector

Issue was caused by not enough precision for inversion threshold.
Use double precision for this threshold now. We might want to
investigate this code a bit more further, stock implementation
uses doubles for all computation. Using floats might be a reason
of bad rows distribution in theory.
Cycles: Add link to a paper used for Beckmann table calculation

This is for those who'll be reading code and trying to improve it.
BMesh: new face splitting function BM_face_split_edgenet

This takes a face and an edge-net, splitting the face into regions
defined by the edge-net.
Add mesh tool to split faces by wire edges (face menu)

This can be used in a similar way to the knife tool, but the edges are manually setup first.
WM: add WM_operator_properties_create_ptr

Call operator types directly and avoid a lookup when their known.
Fix T40257: Frustum culling not working properly

This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
BLI_array: avoid mixing terms count/length
Fix T41019: Calculate Mass does not calculate actual volume.

This was a ToDo item, for mesh-based rigid body shapes (trimesh, convex)
the operator was simply using the bounding box volume, which can grossly
overestimate the volume and mass.

Calculating the actual volume of a mesh is not so difficult after all,
see e.g.
http://research.microsoft.com/en-us/um/people/chazhang/publications/icip01_ChaZhang.pdf

This patch also allows calculating the center-of-mass in the same way.
This is currently unused, because the rigid body system assumes the CoM
to be the same as the geometric object center. This is fine most of the
time, adding such user settings for "center-of-mass offset" would also
add quite a bit of complexity in user space, but it could be necessary
at some point. A number of other physical properties could be calculated
using the same principle, e.g. the moment of inertia.
Fix T41023: Specific material cause bad render result, different on CPU/GPU

Issue was caused by too much aggressive optimization, which skipped execution
of some nodes leading to an uninitialized memory read in SVM stack.
View3D Walk: Rename gravity by gravity_state (cleanup)
View3D Walk: Use scene gravity instead of hardcoded value (fix T40921)

Differential Revision: https://developer.blender.org/D636
Another attempt for T40981, clipping border does not work with GLSL on
ATIs.

This is actually a test to see if this can be enabled on ATI cards.
According to various sources, newer ATI cards supporting GLSL 3.0
support gl_ClippingDistance in shaders, which is the forward compatible
way to do custom clipping.

This fix will bind 6 additional varying variables on ATIs, which may
lead to some shaders not compiling due to limiting out of those
variables, or to performance degradation. Also I do not have an ATI
handy to test.

Having those in mind, this commit may well be reverted later.

Clipping planes are usually 4 (6 is for cube clipping), but making
shaders depend on viewport state is really bad, and would lead to
recompilation, so I took the worst case here to avoid that.
Hopefully driver does some optimization there.
Fix potential bug in loop normals code.

Even if we cannot use computed lnor, we still have to empty the fan stack of lnors!
Correct error in BM_face_split_edgenet when no faces are split
BGE debug API and actuator

This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.

This patch is a updated version of T33701.

Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D635