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Relevant feature:
-Bugfixes
- Duplicator object which is being deformed now gives deformed duplicates too
-in Solid draw mode:
----curves without faces draw as wireframe now
----curves without faces don't get fat outline on select
----editing curves shows filled now!
Commit:
-ton
Log:
Fix for report #1671
When you load sound in sequencer, most buttons for the sound where not
displayed (game engine usage only). But half of these buttons are useful
for renaming file paths or make relative paths. Just brought back the
entire panel, with clear info in tooltip what settings apply engine only
Log:
Fix for #1666
There's a conflict between global undo and editmode undo. The first one
reloads a .blend actually, so pointers change all over. The latter still
uses the object pointers for checks. To resolve that the editmode undo
system cleans its stack based on object names, not pointers.
In previous code I tried something smart to prevent undo stacks being
reused when you delete an object, and add new object with same name.
That didn't go OK in all cases... so I accept this little quirk for now
(rename object still works though, wont clean the undo stack)
Log:
New 'visible only' select didnt work correct when parts of faces were
hidden. The drawing function needs to return the actual face total, not
the amount that was drawn
Log:
Report 1659
Delete object, after selecting it in Oops (not outliner!) crashed blender.
Log:
Changed order in evaluation for common_instertkey menu, to enable posemode
key insterting working on unselected armature.
Log:
Render with backbuffer, using border, crashed... was commit of many months
ago by self. Tsk!
Log:
Duplicator object which is being deformed now gives deformed duplicates
too. Feat request & discovered by S68.

-hos
Log:
Related to gameplayer png bug: cygwin needs to find the zlib library
too. (Thanks Richie)
-ton
Log:
Brought back overkill of displist creation for armatures and deform...
Got some testfiles that I cannot get to work quickly, better do this
after release (again)
Log:
bug fix 1698
- border render + backbuf crashed (!)
- escape from border render didn't put half-rendered result in final pic
Log:
Potential fix for #1684
Buttons (editingbuttons) flicker when adding armature bones. Added proper
redraw event extra for buttons menu
Log:
Bug fix #1606
Pulldown menu in action window "View All" didnt work
Log:
Bug 1702
Holding shift, while in extrude transform mode ('n', along normal) popped
the extrusion back to beginning, this due to storage of printing value
in dvec[3]. Simple fix

-sirdude
Log:
Added an #ifndef PRINT
to get rid of this: "../../blenlib/BLI_blenlib.h", line 332: warning: macro redefined: PRINT
I know pathetic but hey...
Kent
-ton
Log:
Two more wavk bugs (help he's pestering me!)
- 1702; edge selection should be evaluated properly before adding face
- 1704; crash in separate, two causes here:
- separate didnt make selection flags consistant (needed badly
there because of evil code)
- after adding quad (Fkey) the face was not selected, but its
vertices were... that can give bad bad crashes
Log:
Fix for #1706 (Wavk again!)
- Undo in texteditor didnt work, event (ALT+U) was swallowed by new undo
menu (ALT+U too)
- global undo doesnt restore UI's as we know... so undo-ing with a text
editor active cannot always restore correct text block you were editing.
As extra service I added that when no restore is possible, it links to
the first block available.
Log:
Finally something new!
- in Solid draw mode, curves without faces draw as wireframe now
- in Solid draw mode, curves without faces don't get fat outline on select
- in Solid draw mode, editing curves shows filled now!
Log:
- Two fixes:
1) Sound window displays 'frs/sec' value correct now (found a 25 hardcoded)
2) LeftMouse click in sliders of IpoWind, NLA, Action allows to make
sliders smaller/larger, for quick zoom. Used to work but disappeared in
early this decade or so

Log:
Menus like 'edge' or 'game engine framing' could get flipped whilst the
alignment of buttons was still active, resulting in garbish.
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