From the lengthy commit message:
New mesh animation system
Scrapped the old crappy animation system because it made absolutely no sense and was horribly limiting. The new system is based on two mechanisms. The first is a new section in PIE files called ANIMOBJ that modify the position, rotation and scaling of frames for the given mesh level. The second is a new directive in PIE files called EVENT which tells the game to use a different model instead when the given event is triggered for the game object, such as burning and moving.
There used to be three animations systems in the game - texture coordinate flipping, key frames, and skeletal. Key frames are now merely expressed in terms of skeletal frames in which scaling for all but the key frame is set to a fixed -1000, which disables the frame entirely.
The reason that this information went into the PIE files is simply because it was easier. Making a new file format when there is current exactly two models with proper animation (supercyborg and oil derrick) made little sense. In the long run we should reconsider the whole PIE format.
Scaling now actually supported, in all three dimensions. It used to possible to specify in ANI files, but was never used. Each level can now have separate animation framerates and cycle counts (how many times to run an animation, zero for infinity).
Currently implemented for structures and droid bodies (which includes cyborg feet).
Currently supported animation event types: Movement, power generator active, firing, and dying. All units can now have a dying animation. However, babas no longer run around screaming before they die - this was just too hard to generalize (and was pretty much broken anyway).
I have started on documentation for the new system here:
https://github.com/Warzone2100/warzone2 ... n.markdown
Please let me know what is missing, and I'll add it. If there are any building-is-active animations you want me to enable, then that might be easy to do, as well.
Next I will focus on merging in Vincent's excellent graphics work.