
Take a close look at the new interface, less to the draw problem (wip excuse) but more if all the button work ok. Reminder that there is a lot of wip in there and if you report something make sure it hasn't been reported before in this thread.
There is some stuff from update #2 in there. It's for syncing with linux users who didn't get update #2. (this is geting complex for nothing

-----------------------------
Relevant feature:
-added a right-click menu for buttons
-added "hide" flag for MetaElem
-Added some projection math in the treatment of planar constraints.
-*New render buttons (WIP

-preset for rendersize.
-bugfixes.
-Another experimental one: Tab to move to the next number/text field when you're editing the value.
-Merge of Blender/cvs 2005/01/08
Commit:
-broken
Log:
Fixed a weird declaration - now how did that sneak in there, and
why did I not get errors...
Thanks Gabio for the report/fix!
Log:
A bit experimental - added a right-click menu for buttons, with
Copy and Paste available there. I have ideas for other options to
go in such a menu too, like Insert Key and Remove Key (for the
individual values/channels), web links to help references, etc.
This may not be so easy in practice, let's see how it goes

The Panel Alignment menu can now be opened by right-clicking on a
panel header as opposed to anywhere in the buttons space as it was
previously.
PS. Does anyone feel like coding some general cross-platform
os-native copy and paste functionality into GHOST?

-themyers
Log:
Changed declaration of int num to the beginning not after the if's
-jiri
Log:
- added "hide" flag for MetaElem. Hidden MetaElem doesn't influence polygonisation. Some shortcuts (H, Alt-H) will be added in the future. It could be useful for large scenes, when you work with some MetaElems.
Log:
- shortcuts for hiding of MetaElems:
H ......... hide all selected MetaElems
Shift-H ... hide all unselected MetaElems
Alt-H ..... unhide all hidden MetaElems
(works with undow system)
-theth
Log:
Added some projection math in the treatment of planar constraints.
Using planar constraints (especially with Grab) when the plane of the constraint is not parallel to the viewport (which is practicly always) is much more intuitive now in how it computes the final motion from the mouse position.
In non tech talk, it's much easier to position objects where you really want them using planar constraints now (more "point and it goes there" if I may say so).
-broken
Log:
Fixed the overflowing text on TOG buttons (round shaded theme)
Log:
*New render buttons
Standard WIP disclaimers apply, more info about this in the wiki.
The presets menu is a practical implementation of this concept:
http://mke3.net/archives/2004/07/python_presets.html
Old .B.blends may unfortunately display the order of panels wrong.
It's meant to be: Output, Dimensions, Elements, Render. Creating a
new buttons window space (eg. switching the 3d view to a buttons
window) should order it properly.
Todo:
> Change the 'Upper' fields button into a menu.
> Add Python access to get field rendering settings as well as set
(as it only does now)
> More tweaking (especially with the whole float buffer issue)
* Tiny tweak to object buttons
Log:
* Use square pulldown menu titles on non-rounded themes
-broken
Log:
Cleaned up WIN32 avi code buttons. Was commented out for testing
but of course I can't see the effects on this Mac and forgot about
it

Log:
* Another experimental one: Tab to move to the next number/text
field when you're editing the value.
Unfortunately, I couldn't make Shift Tab go backwards using this
technique, no idea why. This should at least be worthwhile
anyway

-hos
Log Message:
Merge of Blender/cvs 2005/01/08
Log:
Post merge conflict resolution.
-------------------------------------
a new build is available.