Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
to support more than 2 UV maps. This code indirectly depended on the order of
OpenGL attribute ID's assigned by the OpenGL driver being the same as the
attributes being declared in the GLSL shader code, which is not always the case.
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.