First attempt at pathfinding using boost::graph
little improvement
AITravel now works correctly on exterior cells. As long as NPC don't try to leave cell, it's ok.
Somehow manages to get from one cell to another, but this looks wrong... And I don't know how morrowind do it, because aitravel is completly buggy
check if the NPC is close from a non loaded cell. If yes, AITravel is simply ended.
clean up + correct a bug
Merge branch 'next' of https://github.com/zinnschlag/openmw.git into AI
Merge branch 'next' into HEAD
Fix compile error & warnings
Merge pull request #3 from scrawl/AI

Ai
Merge branch 'AI' of git@github.com:gugus/openmw.git into AI
refactoring
more refactoring
Merge branch 'master' of https://github.com/zinnschlag/openmw.git into AI

Conflicts:
	apps/openmw/CMakeLists.txt
the sgn function is no longer in the global namespace
post master-merge fixes. Looks a little odd.
More bugfix, but I don't like this one.
Use more appropriate VBO settings

Unskinned meshes don't need dynamic VBOs; they aren't rewritten since their
transformations are handled by the modelview matrix. They also don't need the
local RAM copy (the "shadow buffer") since it's really only useful for skinning
purposes (though this means the VBO has to be readable for static geometry to
work).
Read some missing particle data from NIFs
Read more particle information