Prevent closing dialogue window when an answer is expected
DialogueWindow: do not execute onFrame() when not visible
Allow only ID filtered topics for dialogue with creatures
Merge remote-tracking branch 'potatoesmaster/dialogue'
Modified license filename of the DejaVu font, more similar to the other one now
Do not open the dialogue window if no greeting is found
Merge remote-tracking branch 'potatoesmaster/dialogue-creatures'
Merge remote-tracking branch 'zini/master' into animation2
Rename CharState_Alive back to CharState_Idle
Allow specifying the accumulation for animations

Animations that move a character may do so either visually or physically. An
axis' accumuluation value specifies whether the movement is visual (0) or
physical (1). Idle animations, for instance, typically don't physically move a
character, while death animations may physically move them along the X and Y
planes, but not along Z (the vertical movement is purely visual).
Pass the key time to markerEvent
Loop the current animation when not dead

This should be better, but it's not perfect. It misses the case where
start < loop start == loop stop <= stop
Use a SpecialIdle state for PlayGroup/LoopGroup invoked animations

Note that actors will *not* automatically resume a normal idle state afterward.
Their AI will need to control what to do when the special idle is finished.
Store the movement vector in the character controller
Return the movement vector from runAnimation