added actor ID
a bit of cleanup
Changed things to use typedef ScriptARgs/ScriptReturn, which makes finding out what those weird strings meant much much easier
some missing cleanup
Made code a bit more standardized and added a good bit of documentation.
Merge remote-tracking branch 'upstream/master'

Conflicts:
	apps/openmw/mwmechanics/aipursue.hpp
	apps/openmw/mwmechanics/aisequence.hpp
Fixes for warnings when building with MSVC

Most warnings are innocuous (wrong type-specifier for forward
declarations, conversion of literals into unsigned integers, warnings
about methods optimized out), but I believe actual bugs were revealed in
vartypedelegate.cpp and combat.cpp.
assert -> exception to gracefully handle corrupted savegames
Fixes #772: Give scripts a chance to run before updating map, so that disabled objects are not visible
Bug #772: Do not show door markers for disabled doors
Also update local map when paused, to make it update properly when teleporting via GUI/console
Fixes #275: force updating exterior cell maps even if already in cache
Removed a wrong assertion. Max drowning time is defined by GMST.
Fix invisibility not breaking on certain actions
Merge remote-tracking branch 'upstream/master'

Conflicts:
	apps/openmw/mwmechanics/aisequence.hpp
Savegame: store most of CreatureStats
Fix findGround (off by 2 units)
Fixes #869: Added methods to control external and internal collision modes separately

When an actor dies, we should only disable external collisions, i.e. prevent other actors from colliding with the dead body. The dead actor, however, should still have gravity and collision applied.

Also moved disableCollision to when the death animation finishes, not as soon as the actor's health is 0.
Moved pathfinding code to aiPackage, implemented it's use with aiFollow and aiPursue
Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)

Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
      - Considerably more works is needed in making the NPC work out troublesome areas where they get stuck