Delete VR project
Simplify MaterialSystem2 VR code, don't do any native VR setup
Initial basic managed openvr setup - just logs hmd position to console for now
Debug all tracked devices
Skeletal input data
Actions, action sets, action state, analog input data
Move native wrapper functions into VRNative class
Rename enum values
Remove unused input source strings
Hook up compositor, settings, device properties & info
Move constants
Move a bunch of stuff in VRNative, clean up
Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now
Only init if -vr specified, ensure active
Init overlay, bindings for dashboard visible & drawing controllers
Move vr-specific input into Sandbox.Engine
Proper way of converting matrices from steamvr -> sbox, push test hmd data to game
C# has control over whether vr is enabled
Also add `vr_enabled` concmd so that we can test toggling VR at runtime
IsLeftHandDominant, Enabled
TriggerHapticVibration
Document TrackedDevice, remove unused, update skeletal data
Move VR class into Sandbox.Engine (forwarded to Sandbox.Game) and respect anchor for tracked transforms
Compositor submit bindings, cleanup
Submit all the info we need to camera renderer + start rewriting stereo rendering
Deleted subviews, crossed/nohmd stereo modes, auto-fidelity, no longer uses multiview instancing
Clean up
Initial managed VR / stereo rendering logic
Remove tracked device debug spew
SceneCamera.RenderStereo, allow eye targeting
Build & override camera frustum based on params provided by steamvr
Clean up unused shit
Remove native SetupStereoFrustums
Remove unused camerarenderer stage
RenderStereo uses correct view flags etc., clean up
Render each eye into separate scratch targets and then blit into combined texture until I can figure out why this is broken
Initial compositor submit, Vulkan only for now
Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL
Poll events & get poses correctly
Check error inside PollEvents
Clear first draw
Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`)
https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png
Submit & impl submit for DX11
Fix VRCompositorError_SharedTexturesNotSupported on dx11
Tidy up submit logic
Simplify submit function even more
Bind GetLastPoses
Wtf I thought I deleted these?
Remove unused glue structures
Add GetTrackedDevicePoses back, we need it
MSAADefaultNonVR -> MSAADefault
Bounds fix
Merge fixes