Fix player stubs after change in compositor
Add debug print to ID update tagging
Code cleanup: replace magic constants with more verbose bitnames
Fix T35247: Particle texture behaves incorrectly after changing the number of particles

Root of the issue goes to the order of particle initialization which does
texture evaluation (which does depend on particle coordinate) and particle
birth coordinate calculation. So basically what happened is:

* Changing number of particles re-allocated all the particles,
  which sets their coordinate to (0,0,0)
* Texture evaluation used this non-initialized coordinate
* Coordinates were calculated for particles

Reshuffled code a bit so now texture evaluation happens after particles.
coordinate calculation. Basically moved texture evaluation to particle
reset function. Reset happens after initialization anyway and it does
know particle coordinates. Also, if reset is being called without init
then it's also kind of logical to re-evaluate texture because particle
coordinates might change.
Fix T35810: Texture faces display white in 3D view, when used as a Particle Object

This in fact seems some kind of video driver limitation, because it worked fine
on windows but failed on linux here. The guess is that textures doesn't always
work on display lists, or we simply do have some wrong OGL context somewhere.

This is a workaround for until bigger viewport draw refactor is done (as Brecht
mentioned display lists are deprecated in new OGL anyway).
Fix T35328: Disk caches of multiple particle systems on a single object overwrite each other

It was intended to work actually using particle cache's stack index
but this index might have been calculated incorrect in special case:

* With default cube scene, add particle system to the cube
* Add disk cache to the particle system
* Save file and reload it
* Add another particle system and enable disk cache

This would lead to two point caches with the same stack index of zero.
This happened because point cache indices list wasn't stored in the
.blend file so once you've reload your file blender doesn't know anything
about number or point caches used.

And what was even more confusing is that point cache indices list was
trying to be load from the file, but this failed because it wasn't in the
file.

This commit solves the root of the issue which is ability of producing
.blend file with two point caches using the same disk cache. This is
done by making it sure that point cache indices list is stored in the
.blend file. And also made it so disabling disk cache will tag it to
recalculate stack index.

Old broken files wouldn't magically start working, but fixing them is
rather simple manually by toggling Disk Cache option.

Reviewers: lukastoenne, brecht

CC: sergof

Differential Revision: https://developer.blender.org/D286
Cycles Network rendering, remove some exception throwing, replace with saner error handling

This patch adds a network_error() function more alike how other devices handle error's

- it adds a check for errors on load_kernels to make sure we do not crash if rendering without a server.
- it uses the non throwing variation of boost::asio::read.

Reviewers: brecht

Reviewed By: brecht

CC: brecht

Differential Revision: https://developer.blender.org/D86
Fix lamps drawing only partially in OpenGL render.

It should draw lamps entirely, this happened due to hack to hide object centers.
Fix T38500: Audio of a scene strip can't be muted

Exposed Audio Volume of a scene to properties of a scene strip.
Fix T38498: properly unlink scene pointers from SpaceNode.

This fixes the first case mentioned in the report. Has to do some ugly
DNA access to SpaceNode, unless we'd allow a bad level call there to do
it in ED_node ...

The second case has been fixed by @sergey in D274:
https://developer.blender.org/D274?vs=838&id=879#toc

So actually asan just did its job here, good to know!
Remove unnecessary debug print
Fix wrong animation duration when using older Libav
Bye-bye FAST!

FAST detector has been replaced with fancier Harris,
so no need to keep FAST library in the sources now.
Cycles: add pass alpha threshold value to render layers.

Z, Index, normal, UV and vector passes are only affected by surfaces with alpha
transparency equal to or higher than this threshold. With value 0.0 the first
surface hit will always write to these passes, regardless of transparency. With
higher values surfaces that are mostly transparent can be skipped until an opaque
surface is encountered.
Fix compile error in last commit, forgot to include this change.
Fix T38515: python menu tooltip description affecting unrelated menus.
Fix T38516: crash when using color picker from redo panel.
Patch T31269: Add sewing seams to cloth simulation

Description:
--------------------------
Use loose edges marked as seams as sewing springs.

Usage:
-------------------------
All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together.

Example Video:
-------------------------
http://www.youtube.com/watch?v=-Y_bC0gjoM0

Original Patch by thesleepless (+ git patch by codemanx)

Thank you!
Fix T38524: Cycles not rendering sky texture correct when the direction vector is not normalized.
Fix T38526: crash using blackbody node on background with multiple importance sampling.