minor cleanup
Framework - duration and pathing implemented, no waiting for follower yet.
Another weather cleanup
AIEscort implemented and working - only touchups are needed.
AIEscort complete
Removed unnecessary std::cout messages
Removed sqrt function call (minor optimization thanks to Chris)
fix NPC collisions
Fixed constness
Merge remote-tracking branch 'gus/AIFix'
Merge remote-tracking branch 'torben/aiescort'
updated credits file
Merge remote-tracking branch 'zini/master' into animations
fixed /share to be /usr/share
moved openmw resources to /usr/share/games and added missing files
Fix an outdated comment
take default prefix into account
Changes the logic of WindowManager::messageBox()
Fixes removeItem
Fixes addItem
Use a map of active layers instead of an array

A bit of an upheaval. Each animation is now a "layer", instead of each layer
having an animation. Incidentally, this is much closer to how Ogre handles
animation states.

In the future, each layer will have a priority, which will be used to determine
which one affects a given bone group (which we currently only have one of).
Rename animation layers to animation states