This
fixes a potential offset between translation-values and "real" position
of a node. You know: In Maya its easy to move something and then push freeze transformation or simply change the position of the pivot or just center pivot.
But maybe for particle instances, in our case export to a
realtime 3D engine (Nebula Device) or any reason you need to get the LocalPivot zeroed out: This might come in handy for you.
From the first peek into Crow Yeh's "ZeroOffset.mel v1.0" and later into Nathan Roberts "unfreeze", to a complete rewrite now there is almost any issue fixed.