Merge remote-tracking branch 'zini/master' into animation2

Conflicts:
	components/nifogre/ogre_nif_loader.cpp
fix spelling in comment
Reworked MWRender::Water to be more OOP-ish and possibly allow other reflection types.
Merge remote-tracking branch 'thoronador/fix-spelling'
Merge remote-tracking branch 'zini/master' into animation2

Conflicts:
	apps/openmw/mwrender/actors.cpp
	apps/openmw/mwrender/actors.hpp
Run physics right after updating the actors
Remove outdated comments
Add a method to get the Animation from a Ptr
Store an animation object in the character controller
Play an animation when changing states
Store an character controller in the animation
Keep track of the current text key in the animation
Merge remote-tracking branch 'potatoesmaster/dialogue'
Add a method to tell the character controller of new text keys
Treat activators as actors for rendering and mechanics

Kinda hacky, but it's the only way to get animated activators (flags, silt
striders, etc) to work properly.
Avoid trying to animate things that don't have animations
Handle "sound:" animation events
Modified license filename of the DejaVu font, more similar to the other one now
Run animations from the character controller
Do not open the dialogue window if no greeting is found