fix for windows builds
pathgrid shortcutting extended
enable z-moving for flying/water combatants
remake of z-moving in combat for flying/swimming enemies
code refining + minor fixes
getActorsFollowing/Fighting no longer returns dead actors
merge master
some checks reworked
warning fix, vars renaming
Added onKnockdown command
Merge remote-tracking branch 'upstream/master'
unblock vertical aiming for combatants
Fix bug in PcRank / PcNextRank

It was using the first faction instead of the actor's faction.
Fixes #1254: PcRank should return first rank if not in the faction
Center, switch and change text for confirmation buttons

The confirmation buttons for quitting or starting a new game were
driving me crazy by not being ok left and cancel right, as e.g. vanilla
is.

Then I noticed the text isn't the same as in vanilla either. It should
be yes/no, not ok/cancel.

To make it even more authentic I also centered the buttons. Had to
remove autosized buttons for this. I think it looks fine still.

Comments?
Right aligned version/revision

I've always felt that having the version/revision text at the bottom
center in the main menu was a bit out of place. A more common place for
this kind of thing is in one of the corners. I chose bottom right.

Aditionally I right aligned it and changed the v and r in version and
revision to capital letters.

Comments?
Alignment tweaks and autosized buttons workaround
Merge remote-tracking branch 'upstream/master'

Conflicts:
	apps/openmw/mwmechanics/actors.cpp
Fixes #1195: Make NPCs equip torches in interiors under certain conditions
Fixes #1286 (Dialogue topic list clips with window frame)

The first problem was with the ScrollView skin, which had a full-sized client area. Since the scrollbar starts out visible, MyGUI expects the client area to be smaller to accomodate for the scrollbar width. As a result, the starting canvas size becomes bigger than the view size.
Another bug was with the MWList code: reducing the canvas size for the scrollbar is not needed, since MyGUI is already doing that, and attempting to do it manually interferes with the view offset.