Merge remote-tracking branch 'zini/next' into animation2
Don't complain about RootCollisionNode, it's handled in nifbullet
Warn about unhandled node types before the controllers
Cleaning out some old bits
Trying to resolve sound issues on OS X with ffmpeg backend
pressing enter when a messagebox is prompting for "ok", will activate ok button
Fixed build errors in OpenCS
Don't include boost/filesystem/v3/operations.hpp, use boost/filesystem/operations.hpp instead.
It is boost headers' job to deal with their internals.
Switched objects shaders to vertex lighting, to accomodate badly placed lights in morrowind.
Fixed a very obvious land <-> water seam.
CG no longer listed in the settings if the plugin isn't loaded.
Snap to the ground after moving

Depends on two factors:
* End up close enough above to a walkable plane (it's within sMaxStep units
  down and is angled sMaxSlope or less)
* Started out on the ground without any upward movement

This also reduces the distance needed to be to the ground to 4 (from 10), and
ensures the actor is 2 units above the ground when on it. Downward force is
also removed when starting on the ground.
Increase step size to 15
Use the PhysicActor's set/getOnGround method
Add a method to check if an object is on the ground
Clarify a comment
Better implement Npc::getSpeed
Scale the animation speed based on the animation velocity and movement speed

This may not be totoally correct since it takes the whole animation into
account, rather than just the looping portion. But it's good enough for now.
Merge remote-tracking branch 'chris/animation2' into bigmix
Merge remote-tracking branch 'scrawl/graphics' into bigmix

Conflicts:
	apps/openmw/mwinput/inputmanagerimp.cpp
	apps/openmw/mwinput/inputmanagerimp.hpp
	apps/openmw/mwrender/renderingmanager.cpp
Merge branch 'portability' into bigmix