Auto calculate attributes if there are not specified in the NPC record
Merge remote-tracking branch 'scrawl/master'
last minute change to changelog
Only use the shader based mygui manager if the fixed pipeline is unavailable
hotfix for CharacterPreview destructor
Fix consecutive dialogue choices
Use a separate method to build node-based controllers
Merge remote-tracking branch 'zini/master' into nifogre
Add a method to apply a NodeTargetValue-based controller to a specified node.
Avoid creating an AnimationValue per ObjectList
Store the current animation group
Pass "loop stop" to the character controller
Don't clip out the group name from the textkeys
Avoid storing text keys for each animation
Don't store textkeys in user object bindings

It's a bit unwieldy to have them stored in the 'skeleton master' instead
of the skeleton instance. And although the text keys are extracted for
each created instance now, this shouldn't be much worse than the
multimap copying going on before.

Plus, proper serialization can help for future optimizations.
Only set mNonAccumRoot from mSkelBase
Look through the whole animation stack to find the "velocity"
Remove an unused ostream operator<<
Partially handle NiGeomMorpherController

The morphs aren't actually applied yet, but the Ogre controller is set up so
all that has to be done is to implement the setValue method.
Add methods to get the rotation, translation, and scale from a NodeTargetValue