20121130

- Fixed obscure startup bug p0003 in the code.
- Running QA tests on pass generation and functionality from yesterdays
sweeping changes....
 - Bug p0004 fixed in argument order for new SceneGen code. Now works
properly.
 - Bug p0005 fixed : had overlooked a legacy path construction chunk of
code that missed a getsep() call originally and hadn't been migrated to
the new generic construction func.
 - LWO saver code was broken in original script (p0006). Moved to the
generatePath function. Potential for simplification exploited as well -
duplicate code in save path eliminated with a single instance. Saver
construct was also easily matched to generic form in function.
 - Validating object property overrides : visible to camera; visible to
rays
 - Validated surface override
 - Validated alternative object override
 - Validated light exclusion override
 - Validating master scene override :
  - Bug p0007 identified - master scene override will fail if anything
other than the (Scene Master) is added :
	- Initial fix is to empty the assignmentArray for this override - it
should be nil to avoid issues. Had to also add some safety checks for
nil for size(assignmentArray) later in code due to this.
- Bug p0008 identified and preliminary triage added - if the
overrideType is (nil), size() will choke badly in the 'failsafe'
conditional in sceneGen. Trying to avoid this and more cleanly handle
the situation.
- Bug p0009 related to the above - it seems to be possible to add
elements to overrides that are incompatible with that override (e.g.
surfacing overrides to lights)
 - Fix will be to screen right hand column contents to avoid listing
incompatible types for overrides. UDF code needs serious work to
address this (also for add all, etc. buttons).
- 30 KB less code right now compared to original source.