Rotate script
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
Base local rotations implementation
Recognize and partly handle NiBSParticleNode
Add a ParticleSystemController
Store the base skeleton entity in MWRender::Animation
Use an array of objectlists, instead of one base objectlist and an array of 'animation sources'
Working rotate, rotateworld
Fixed rotation speed
Merge rotate
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
added another abstraction layer to ID access in IdCollection
Merge remote-tracking branch 'zini/master' into nifogre
Added rotation layer
Removed useless include
Improved getangle script behaviour
Treat the particle random values as the max differential