Updating Changes/SConstruct for 8.0.0a17
Fixed a segfault which occurs when selecting multiple components of a sceneShape in Maya.
Added scene cache test to check for incremental sample times. Currently failing.
Fixed a segfault with IECoreMaya/ProceduralHolderComponentBoundIterator.cpp
Merge pull request #99 from goddardl/MayaSegfaultFix

Maya SceneCache segfault fix.
Fixed sample time order bug when appending new sample times. Test now passes.
Merge pull request #100 from valeriebernard/sampleTimeOrderTest

Added scene cache test to check for incremental sample times.
Removing extra factory functions.

The same result can now be obtained by passing a default GU_DetailHandle to the normal factory funtion
Making SOP factory function private.

This one is just for the bindings really. Keeping it on the class for now to avoid annoying friendships
Added name parameter to ToHoudiniGeometryConverter.

The blindData name is used for backwards compatibility only, and will be ignored if a name is provided through the parameter.

The Group converter uses blindData childNames on the Groups to name its children in the hierarchy, and in that case, the name parameter can be used to override the top level name only.
FromHoudiniGeometryConverters no longer add the name blindData.

We don't worry about backwards compatibility here, since we're coming out of Houdini and making new Cortex objects.

FromHoudiniGroupConverter does add childNames blindData to the Groups, so that hierarchical names will be maintained.

Also reorganized FromHoudiniGeometryConverter parameters to match order in ToHoudiniGeometryConverter.
Adding static utility function to extract a named bit of geo.
Adding nameFilter arg to python factory function.

This allows python users to convert partial bits of a GU_Detail based on names. It supports Houdini style match syntax.
Fixing SceneCache SOP for name changes.

No longer setting the blindData, and instead using the ToHoudiniGeometryConverter name parameter.
Updating HoudiniScene::readObject for name changes.

Now that we can extract the named bit of geo before converting, we can avoid the unnecessary conversion and search through the group.
Fixed bugs in interpretation of "color" attribute in IECoreGL.

The "color" attribute was being used incorrectly in two ways :

- It was affecting the wireframe colour, whereas the two should be independent
- It was affecting the solid colour when it should have been overridden by a shader Cs value

This is fixed by having the Primitive rendering code transfer the color attribute value from the state into the shader Cs parameter if and only if an override hasn't been applied as a shader parameter or primitive variable. This also removes reliance on the deprecated gl_Color shader global, which is nice.
Fixed transform matrix order in Group.globalTransformMatrix()
Fixed maya procedural selection highlighting

For hierarchical procedurals, an object could get incorrectly unhighlighted if its parent had been highlighted, in certain situations. Just added a check to fix that
added a new setTopologyUnchecked method to MeshPrimitive, plus lazy computation of min/maxVerticesPerFace
removed 'virtual' from NURBSPrimitive::setTopology while I'm at it