Test it to death this must be flawless.

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relevant feature:
-bugfixes.
-Undo system is now functionnal. the hotkey is ctrl-z
-game engine:Convert and use actuators with no target object set.
Commit
-ton
Log:
Bug fix #1525
RayTransp didnt work on Nurbs anymore (2.34 error).
Just a normal flip problem...
Log:
Bug 1568
Wrong usage of B_NOP code in button events (xxxx | B_NOP), which is useles
since it is defined as -1.
Reminder for all: use a B_NOP if you want a button event not to be passed
on to the event queues.
Log:
Bug fix in code committed for hooks; mesh check for displist was on
wrong location... causing tremendous slowdowns!
Note: in previous commit some WIP slipped in.. not dangerous. Plus it
has a text typo fix (beaty)
Log:
Fixed crash caused by new (strict) rule for displists. Reminder: to signal
that a displist has to be recalculated, you only have to free it.
In the init_render_mesh() not all situations were checked OK.
Thanks Basse for finding it!
Log:
curve_modifier() call was in makeDispList() already, and called twice,
causing initrender to free illegal pointer...
-kester
Log:
Fixed PyObject_IsMT_Matrix
-ton
Log:
Another step in the undo evolution.
- Made unified API for undo calls, to be found in space.c
BIF_undo_push(char *str)
BIF_undo(void)
BIF_redo(void)
These calls will do all undo levels, including editmode and vpaint.
The transition is work in progress, because mesh undo needs recode.
- New global hotkey CTR+Z for undo
Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc
the lighting in shaded mode, which already became much more interactive,
like during/after any transform().
Recalc hotkey now is SHIFT+ALT+Z
CTRL+<any modifier>+Z is redo.
- For OSX users; the Apple-key ("Command") now maps to CTRL as well. This
disables the one-mouse-button hack for rightmouse btw, will be fixed in
next commit. At least we can use Apple-Z

- Old Ukey for undo is still there, as a training period... my preference is
to restore Ukey to "reload original data" as in past, and only use new
CTRL+Z for undo.
- Added undo_push() for all of editobject.c and editview.c. Meaning we can
start using/testing global undo in the 3d window. Please dont comment on
missing parts for now, first I want someone to volunteer to tackle all of
that.
- Since the global undo has a full 'file' in memory, it can save extremely
fast on exit to <temp dir>/quit.blend. That's default now when global undo
is enabled. It prints "Saved session recovery to ..." in console then.
- In file menu, a new option is added "Recover Last Session". Note that this
reads the undo-save, which is without UI.
- With such nice new features we then can also kill the disputed
Cancel/Confirm menu on Q-KEY.
- Added fix which initializes seam/normal theme color on saved themes.
They showed black now.... (Note: that's in usiblender.c!)
Log:
Found little bug in undo system for editing Font objects. Causing
crash at undo after editing.
Log:
- redo now also ctrl+y.
- made undo/redo display of previewrender nice
-hos
Log:
For the Bass* people: pad plus/ pad minus moves nla strips up/down in
the nla editor.
Release note blurb:
Selected nla strips may be reordered down or up in the nla editor using
numpad plus/minus.
-jiri
Log: (obj_import.py)
- Cam added function getUniqueName, which preserve overwriting of existing mesh.
- I removed fixed identing. It uses only tab for identing so Cam will not be fussed anymore:-).
-kester
Log:
Convert and use actuators with no target object set.
Certain actuators (Add Object/Replace Mesh/Scene/Track To) used to always require a target, or they would not influence the scene. If the actuator target is always set from Python, this could be annoying.
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a new build is available.