Netrender: enable scripts, drivers
Feature request by Wegg__, when reimporting lwo object add the ability to optionally not create new materials
and instead use the materials that exist in the scene by name. Note: this is case sensitive
Fix T40904: FBX exporter does not store parameter, which is used in FBX SDKs FbxProperty::IsValid()

Each time I think I have reach the limits of the crappyness of this "format", it manages to amaze
me again! This time, looks like SDK expects always the same values in the 'templates' (Definitions),
else it declares properties as invalid! One would have to explain me the interest/need to write
those default values in the file, up to this point...

Anyway, went over all defaults I could gather from 'official' FBX files, and replaced the few
ones I had change (because it was better suited to Blender's data). Hopefully it'll be OK now.

Thanks to FslNopper (Norbert Nopper), which helped me troubleshooting this stuff!

There is a good thing here though - it made me find how textures are linked to UVMaps
(by mere names, 'UVSet' property of texture nodes).
Update Unity preset.

Based on patch D629 by jrestemeier (Jens Restemeier), but removed 6.1 settings, no use of that here.
Fix own mistake in recent template commit, also add 'Other' type of geometries export by default.
Some minor cleanup, mostly enhance reload (F8) behavior!
FBX io: more cleanup.

* Rework unit conversion system to avoid dict lookup each time, also use it in import;
* Optimize a bit by removing some double-dict-lookups;
* Add basic timing info to importer as well.
Forgot this in previous commit :/
FBX export: add shape keys support (no anim yet).
FBX export: rework animation handling, and add shapes animation support.
Added new node types in "Switch Node Type".

Separate XYZ ans Combine XYZ
version number change
Merge remote-tracking branch 'hm-blender/master'

* hm-blender/master:
  version number change
  Added new node types in "Switch Node Type".
  FBX export: rework animation handling, and add shapes animation support.
  FBX export: add shape keys support (no anim yet).
  Forgot this in previous commit :/
  FBX io: more cleanup.
  Some minor cleanup, mostly enhance reload (F8) behavior!
  Fix own mistake in recent template commit, also add 'Other' type of geometries export by default.
  Update Unity preset.
  Fix T40904: FBX exporter does not store parameter, which is used in FBX SDKs FbxProperty::IsValid()
  Feature request by Wegg__, when reimporting lwo object add the ability to optionally not create new materials and instead use the materials that exist in the scene by name. Note: this is case sensitive
  Netrender: enable scripts, drivers
Fix T41012: Error importing DXF.
Fix issue in similar_values_iter() helper.
Fix T41015: FBX importer does not check material indices of polygons are valid.

We have to validate this once materials are linked to meshes!

(Knowing whether it is expected to have invalid indices in FBX data is irrelevant -
there is nothing valid really in this file format!
In this case, looks like all models have an ultimate, cryptic 'default' material
(only defined by some sort of ugly long UUID key)).
Merge remote-tracking branch 'hm-blender/master'

* hm-blender/master:
  Fix T41015: FBX importer does not check material indices of polygons are valid.
  Fix issue in similar_values_iter() helper.
  Fix T41012: Error importing DXF.
Simplify Export transformations handling, some other minor cleanup.

This itegrates a small part of D607.
FBX Import: rework a bit transform code (this is needed for armature & anim handling).
FBX import: Add static armature support (no animation yet).

Please note following limitations:
* FBX 'Bones' orientation status is currently unclear - they *seem* to be -X oriented,
  wich means they would need to be corrected (in export as well). Could not get this
  workling yet, though, and it does not seems to bother much apps like Unity?
  This is still being investigated.
* We only support 'Deformer' based skinning, not 'BindPose' one. Why FBX keeps two different
  systems here, sometimes mixing them happily? And why BindPose has no weighting system?