Try to handle NiBSAnimationNode

This is still incomplete guess work. Currently it seems as though flag 0x20
specifies whether the controllers auto-play (if on), rather than follow the
object's animation time.
Cleanup NIFObjectLoader some
added basic cell table
added flag columns to cell table
Look in exterior cells first (chargen_crate_01_empty is in the prison ship but also outside of it, the one outside needs to be disabled)
Fix wrong detection of diseases
added region column to cell table
Merge branch 'cell'
Merge remote-tracking branch 'scrawl/master'
Merge remote-tracking branch 'scrawl/diseasefix'
Recognize and partly handle NiBSParticleNode
Add a ParticleSystemController
Store the base skeleton entity in MWRender::Animation
Add initial player inventory when new game is started
Use an array of objectlists, instead of one base objectlist and an array of 'animation sources'
Fixed travel window to use the rotation part of ESM::Position
Allow multiple ObjectLists to be created for Animations.

addObjectList may not currently be called outside of the related constructor.
Store iterators for start and stop keys
Use flag enums instead of hard-coded hex values
Merge remote-tracking branch 'zini/master' into nifogre