Handle the pick/probe in the character controller
Use the fatigue term for jumping
Avoid some unnecessary references
Use a null material for non-SubEntities in the selection buffer
Render torches
Ensure a valid CellStore for Ptr::isInCell
Add Ogre::Light objects to the object list

Note that NIFs actually have NiLight-based light records which could be
used to create Ogre::Light objects. However, no Morrowind NIF uses them,
as far as I can tell.
Add a light for torches
Use a map to simplify NPC part referencing
Use controllers to animate lights in ObjectLists
Use for_each and functors to avoid some for loops
Create the Animation SceneNode in the constructor
Use Animation-derived objects for generic objects
Remove unused stuff
Don't try to get the center of a null bounding box
Merge remote-tracking branch 'kcat/light-objects'