Merge branch 'master' into armatures

* master:
  Begin post-1.0.0 development
  Bender 1.0.0
  Update module documentation urls to 1.0
  Load armature from model in workflow
  Revert "Collapse Data Probe by default"
  ConnectedComponentImageFilter could reach image max value
Set smaller step to GUI bones interactor

See Issue #13922
Merge branch '13922-SmallerStep' into armatures

* 13922-SmallerStep:
  Set smaller step to GUI bones interactor
Disable "Linked With Parent" checkbox for top-level bones

See Issue #13698
Merge branch '13698-DisableParenthoodCheckboxForTopLevelBones' into armatures

* 13698-DisableParenthoodCheckboxForTopLevelBones:
  Disable "Linked With Parent" checkbox for top-level bones
Smaller step only for the direction combo box

See Issue #13922
Merge branch '13922-SmallerStep' into armatures

* 13922-SmallerStep:
  Smaller step only for the direction combo box
Delete bones option on armature nodes too

So far, the "Delete Bones" option the the bone tree view only worked on
bone node. However it was also available for armature nodes although it
did nothing.
This changes the behavior of the last case, where it will delete all the
bones of the armature without deleting the armature itself.
The behavior when clicking on a bone is preserved (it will still delete
the current bone and all its children).

See Issue #13923
Stop place mode upon bone/armature deletion

When in persitent mode, the user can still delete armature or/and bones.
This creates a weird state where the user still is in adding mode
although he cannot. To prevent this, evrytime the user deletes a bone or
an armature (or change to another armature), the widget switches back to
normal interaction mode.

See Issue #13923
Merge branch '13923-DeleteBonesOnArmatureNode' into armatures

* 13923-DeleteBonesOnArmatureNode:
  Stop place mode upon bone/armature deletion
  Delete bones option on armature nodes too
Delete model on armature node deletion

Previously, the model corresponding to the armature wasn't deleted with
the armature node, causing the armature model to linger around.
Now, they are deleted at the same time as the armature.

See Issue #13924
Merge branch '13924-DeleteArmatureModelWithArmatureNode' into armatures

* 13924-DeleteArmatureModelWithArmatureNode:
  Delete model on armature node deletion
Invoke event correctly when using deep copy on vtkBoneWidgets

When using deep copy, the bone event must also be invoked in order for the
armature (for example) to be correctly updated.

See Issue #13907
Merge branch '13907-GUIModifiedObjectChildrenUpdate' into armatures

* 13907-GUIModifiedObjectChildrenUpdate:
  Invoke event correctly when using deep copy on vtkBoneWidgets
Fix restore armature

The previous code used the SetActiveBone and SetActiveArmature which are
not quite the same as setting the active annotation. There can be an
active armature even though the current active annotation is a bone.
This is were the second top-level bone would add itself to the previous
bone rather than the armature; the bone was still the active annotation
node.

See Issue #13974
Add "Load Armature From Model" button in armature module

This time it uses the proper slicer's IO mechanim.

See Issue #13974
Merge branch '13974-FixArmatureRestore' into armatures

* 13974-FixArmatureRestore:
  Add "Load Armature From Model" button in armature module
  Fix restore armature
Fix compilation error for UNIX

See Issue#13974
Merge branch '13974-FixArmatureRestore' into armatures

* 13974-FixArmatureRestore:
  Fix compilation error for UNIX
Make bones annotations visible at startup

Since the code necessary for adding the bones annotations was run at
the creation of the armature widget, the bones annotations were unavailable
until the armature widget was loaded.
To fix this, the code mention above was moved to the logic so it's ran
at start up.

See Issue #13981