Rotate script
Base local rotations implementation
Working rotate, rotateworld
Fixed rotation speed
Merge rotate
Added rotation layer
Removed useless include
Improved getangle script behaviour
Use a separate method to build node-based controllers
Merge remote-tracking branch 'zini/master' into nifogre
Add a method to apply a NodeTargetValue-based controller to a specified node.
Avoid creating an AnimationValue per ObjectList
Store the current animation group
Pass "loop stop" to the character controller
Don't clip out the group name from the textkeys
Avoid storing text keys for each animation
Don't store textkeys in user object bindings

It's a bit unwieldy to have them stored in the 'skeleton master' instead
of the skeleton instance. And although the text keys are extracted for
each created instance now, this shouldn't be much worse than the
multimap copying going on before.

Plus, proper serialization can help for future optimizations.
Only set mNonAccumRoot from mSkelBase
Look through the whole animation stack to find the "velocity"
Remove an unused ostream operator<<