Fix for bug Bug #1098
Ensures nothing bad will happen if we try to lock a door that never had a lock level
Esc button exits all non-modal GUI windows
Merge remote-tracking branch 'upstream/master'
Undo some changes I made in the past that shouldn't exist
Dims and disabled Goodbye button in dialogs when unavailable.
Added support to close modal windows with Esc
Fixed crash when Esc-ing out of Save "are you sure" dialog.
Give access to the main menu when at a choice in dialogue
Fixed issue with QuickKeyMenu and ItemSelectionDialog
Fixed crass on character creation, allowed some character creation windows to be Esc-able
Fixes Bug #1348 "Evidence Chest unlocking when arrested."
Read NIF interpolation type 4 (XYZ_ROTATION_KEY)

Don't actually do anything with it yet, but without this the "MW Containers Animated" mod made containers inaccessible.

Partly implements Feature #1067
updated credits file
Merge remote-tracking branch 'emperorarthur/nif_fix'
Say attack voiced dialogue *after* the target is set up

Required for the CreatureTargetted filter to function properly
Merge remote-tracking branch 'cc9cii/master'
Fix container scripts not getting removed properly on cell change

Broken by f99eda1a543c7
Make Activate instruction work properly even when onActivate was not called in the same frame.

There are two major differences to the old implementation:
 - Activate can now be called on its own, e.g. in the console. In Vanilla this appears to be a no-op, so it is unlikely to be used and the potential for breakage is low.
 - The Action to execute is now determined when Activate is called, not when OnActivate is called. This however makes sense, since there may be a time difference between the two, and the object (or the player) could have changed in the meantime, requiring a different Action.

Fixes #1166 and #1346.
Merge remote-tracking branch 'scrawl/master'