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.
Merge remote-tracking branch 'upstream/master'

Conflicts:
	apps/openmw/mwmechanics/aisequence.hpp
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
Ensures destination is far enough to care about getting stuck
Merge remote-tracking branch 'upstream/master'
Fixes #894: Make sure the player's CharacterController is updated when the player is rebuilt. Necessary if the race is changed while we are still in a GUI (e.g. in the review dialog), and an update normally wouldn't occur.
Forgot some files
Forced some function arguments to take in a specific array size
Fixes #1037: Change default footstep volume to match vanilla
Undid some code clean up changes, and changed how some includes work
now that I've found the documentation, fixed some stuff for extensions
Removed destructor documentation
Simplified documentation a bit