Add missing AiFollow ActorId initialization (Fixes #1818)
SaveGameDialog: Allow deleting saves with keyboard (Delete key)
Set render queue group for projectiles (Fixes #1829)
Move fast-forward of particle systems outside of OgreNifLoader (Fixes #1830)

Particle systems were being fast-forwarded before the skeleton base was attached, so particles without the LocalSpace flag would spawn at an incorrect position.
unloadUnreferencedMaterials: Properly unload materials instead of removing techniques
Make sure not to add duplicate viewports (Fixes #1832)

Wasn't a problem while testing reload() on linux. Maybe an implementation difference with Ogre's D3D rendersystem?
Change player draw state when quick-selecting weapon or spell.
(Fixes #1828)
SaveGameDialog: use ComboBox accept event, not changePosition (improves keyboard navigation)
Need to change draw state if use'd item is in player's right hand.
Forgot to update comment.
Refactor NIF cache

 - Remove broken cache locking mechanism

This was supposed to unload NIFFiles after a cell transition completes, but it was never working due to a mistake on the line if (--sLockLevel), should have been if (--sLockLevel == 0). Repairing this would increase load times (NIF files would have to be reloaded more frequently), so just removed it for now.

 - Decouple cache from NIFFile (now a new nifcache component)

 - Add API for future background loading

 - Provide a reliable way (SharedPtr) to hold on to loaded NIFFiles. This will be useful to avoid deep copies of keyframe and text key data, which is currently a performance bottleneck.
Share keyframe data in NIF resource (Fixes #908)
Terminate AiPursue when target dies (Fixes #1836)
Fix being able to change camera during death via mouse wheel
Implement Light magic effect (Fixes #1122)
Use Chop attack when walking diagonally (Fixes #1729)
Merge remote-tracking branch 'rohitnirmal/quick-draw'
Merge remote-tracking branch 'scrawl/master'
Make the "Choose an Attribute" text centered
Enchanting dialog: follow vanilla behavior more closely