View3d - walk: expose gravity toggle to keymap
Revert "Scons/funstuff: notify when the binaries are compiled"

This reverts commit cdf53701599ace0b3410cbb75b0313bd969c417c.

Please always keep build-systems simple, boring & functional,
anyone who liked notification popups can write a simple build script.
Fix T42447: Shrinkwrap constraint: mismatch in handling sclaing in projection case.

Constraint space conversion ignores object scale, which is OK in most cases. But here,
we are converting a normal from world to local space, and when later converting it
into target space to actually do the BVH raycast, we use TransformSpace which
does applies objects' scaling to normals, as expected.

Best solution here is to also take object's scale into account when converting
from local to world space.
Fix T42401: Gaussian blur node is visibly squared-off at larger sizes

The root of the issue comes to the way how we sample the gaussian filter in
RE_filter_value(). We need to scale x to -3*sigma..3*sigma segment in order
to get the whole bell.

The old code tried to do it, but failed dramatically, plus it used some weird
gaussian sampling formula. Replaced it with much more clear one, which gives
proper blur now.

There's no visible different in AA sampling in BI render tho.

Other filters like Mitchell still tends to give wrong square shaped blurs,
but they're much more difficult to resolve because they're just wrong in
the code -- for some reason smaller kernel size means more blur. Let's solve
this later.
Fix T42344: EWA filter produces blured results

Derivatives variable names are swapped in the old EWA filter code,
need to adjust for that.

TODO: Make naming fore clear in there.
Fix T42277: Apply track's mask on displaying preview not working
Texture Paint Add Simple UVs:

Add simple uvs now does a cube unwrap and pack operation. Result is not
optimal by far but it should not result in crashes and it will be quite
usable for simple cases.
Fix T42391: HSV correction shader node gives negative values

This mainly happens when over-saturating already saturated color.
After some discussion with Campbell and loads of tests we decided
to clamp the result RGB color. As an alternative we might want to
clamp corrected HSV values instead, but that would lead to some
larger changes in the render results.

TODO: The same is to be done for compositor nodes.
Compositor: Don't let HSV correction to output negative colors
Code cleanup: Remove unused variable
Code cleanup: synchronize const qualifiers between declaration and definition
Cleanup: naming
Fix T42432: Correct BLENDER_SUBVERSION

Bump up BLENDER_SUBVERSION to 2 to allow saving of widget emboss.
Fix T42454: Themes: Some colors were missed somehow in an update two years ago.

Had to fix it by hand (restting them to default values), theme maintainers,
please check your theme from time to time and track such ugly 'pitch black' fields.

And we devs should run theme update script much more often too - will do in next commit!
Themes auto-update from py script.
Followup to rB154af70f2b5b7b: always 'pack in' ongoing versionning code when bumping version.
Disable GLEW_MX in scons

This was already disabled in CMake and we need to keep build systems
in 100% synchronized state.

P.S. Would it be a real fix to drop SCons?
Fix T42349: Windows Render command line Cycles Crash

The issue was caused by GLEW MX enabled in SCons by default so
basically previous commit already fixed the crash. But we need
to be safe here.

For now the fix is simple and not that clean, just check if
there's an OpenGL context available and if not we don't do any
GLSL magic.

This is to be cleaned up after some discussion with the viewport
project guys.
SCons: Expose missing command line arguments controlling GLEW
Optimize vertex parent in cases there are only deform and SS modifiers

In cases when the subsurf modifier is the last in the stack and there
are only deformation modifiers before it we can skip doing full orig
vertex lookup.

This is rather common situation here in animatic.