Slight cosmetic improvement on UI. Add eyedropper icon to detail sample
operator and move it next to the detail slider
Use eyeliner cursor for sampling. Thanks to Thomas Beck for the
suggestion :)
Further tweaking to numinput - enhance 'Reset' behavior.

Ways how it was resetting its values (backspace) was far from satisfaying. Now, e.g. when scaling, it will reset at 1 (or whatever mouse-value it was before entering numinput), instead of some ugly 0.0 value.

Implementation details:
* Values passed to applyNumInput() are stored as default ones (val_org), if it is not EDITED.
* applyNumInput() returns a boolean saying whether it actually set values or not.
* When backspace hits its ultimate step (where it clears all EDITED flags and reset all default values),
  it sets a temp FAKE_EDITED flag that will be used to apply one last time values of numinput
  (so that default values actually get applied!).

There are important things to note here for code using numinput:
* Values passed to applyNumInput() should be valid and are stored as default ones (val_org), if it is not EDITED.
* bool returned by applyNumInput should be used to decide whether to apply numinput-specific post-process to data.
* *Once applyNumInput has been called*, hasNumInput returns a valid value to decide whether to use numinput as drawstr source or not.

Those two steps have to be separated (so do not use a common call to hasNumInput() to do both in the same time!).
Fix T39347: Pressing backspace during empty number input for translation results in 0.5828 increments

Interesting one, took me hours to understand the issue - a stupid typo checking the wrong value against the wrong flag (present since 2008!).
Fix T39353: Make Single User menu entries do not work correctly.
Fix T39351: Blender crashes when enabling Mesh Analysis.

This code was using a //const// char array for fallback colors and then
writing to it (hidden to the compiler by explicit casting). Bad!
Code cleanup: Move AA Samples variable, this is not exclusive to Branched Path.
Cycles Standalone: XML Updates for Branched Path Multi Light.
Fix typo in API documentation.
Fix T39356: unsatisfied with uv pin unpin button, small bug
Change to sampling: Take biggest triangle side as detail size on
intersection, since detail determines the maximum allowed triangle edge
size
Fix for invalid abs() use (from daccaa7)
Code cleanup: style
Code Cleanup: PBVH, avoid sqrt and use bool for raycast functions
Code cleanup: float/double promotion
Fix T39331: Dissolve vertex crash
Fix T39318: Blender 2.70 crash when I link an asset

Issue is a regression since threaded objetc update and caused
by the fact that some objects might share the same proxy object.

It's all fine but object_handle_update() will call update for
a proxy object which screws up threaded update.

The thing is, proxy object is marked as depending on a scene
object and such a call makes it so the children objetc is
being updated.

This is really bad and depsgraph is to take all responsibility
on updating the proxy objects.

So for now used a simple solution (which is safe to backport
to 'a') which is skipping proxy update if the scene update is
threaded and based on the DAG traversal.

There are some still areas which calls object update directly
and for that cases proxy object is still being updated from
object_handle_update().
Remove the code which checked whether early object update skip didn't fail

Was a safety check which never triggered, so likely could be removed now.
Fix T39383: Blender crash when renaming bone in outliner (weight paint mode).

Outliner rename callback is supposed to activate affected element before actually renaming,
but for bones this was not working because the function used to activate the object explicitely
ignored ID_OB case! Added a bool flag to allow handing this case without (possibly) breaking
the other usecases.
Fix T39341: Cycles Rendered view laggy while using particles.

There are a couple of bugs that come together here:
* Particle hacks: extra modifier stack evaluation just for particles in
rna_Object_create_duplilist. This is where the primary issue stems from,
the "for_render" setting replaced the G.is_rendering flag in threaded
depsgraph. This causes particles to recalculate the entire modifier
stack with _render_ settings instead of viewport settings now. Fixed by
taking the 'preview' parameter in Cycles into account.
* Buggy skin modifier: The skin modifier generates a different amount of
vertices and faces **on every execution**. This must be looked at
separately, but it could be another reason why cycles constantly
restarted the sync process.
* Particles get re-distributed randomly every time (changing seed). This
could be caused just by the broken skin modifier, but might still be an
issue when simply rendering with cycles, since the psys will be
evaluated for render settings, if just temporarily.