Don't allow forcing vanity mode
Merge remote-tracking branch 'zini/master' into animations
Avoid special-casing player rotation
Merge remote-tracking branch 'zini/master' into animations
Avoid colliding with AvoidNodes

These are placed under the RootCollisionNode hierarchy, but the shapes they
hold aren't collided with. Their exact function is unknown, but seems to be
related to lava? Maybe damage avoidance info for the AI.
Don't store the player base node in MWRender::Player
Manage the player's NpcAnimation object in the RenderingManager

It may be more appropriate to manage it in MWRender::Actors with the other
Animation-based objects, but that will need some (minor) interface changes.
Use a method to check if the view should be first person
Rename MWRender's Player to Camera
Fix preview and vanity cameras
Make sure to update parts when the weapon changes
Declare some variables closer to where they're used
Merge remote-tracking branch 'zini/master' into animations

Conflicts:
	apps/openmw/mwworld/worldimp.cpp
Make sure the weapon is in the proper group
Show the equipped weapon in the inventory screen

And use the proper pose based on what's equipped.
Fix door collision to work with all possible movement directions
Merge remote-tracking branch 'glorf/bugfix-4'
Merge remote-tracking branch 'kcat/animations'
Advance acrobatics on jump
Use sphere cast instead of ray for camera distance adjustment; use the box orientation value in newtrace