Squashed commit from water-refactor2
Fix syntax errors cauased from merge due to refactors
Get WaterSceneObject & RippleCompute on the refactored API
bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem
Fix non-viewmodel entities being invisible
Add RenderTargetSize to ScenePortal
Fix assertions when trying to copy depth texture in some rare occasions
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window
When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
Update PlanarReflection API with reflection direction
Simplify water input
Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring
Iterate on underwater pass of water, start adding refraction to it, major cleanup
Add a blank slice after the renderer has initialized when trying to add first lightcookie slice
Remove high quality shadows
Remove game specific attributes recording
Merge branch 'water-refactor3' of sbox