Start drafting out UI navigation with controller, by traversing panels
Refactor so we can switch between panel traversal and virtual cursor based on input
Don't revert back to PanelTraversalSystem if analog is empty
Add basic working virtual cursor using PanelInput.UpdateMouse
Fixed calculation of virtual cursor position
Use stylesheet to style virtual cursor, add ScrollSpeed
Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access
Disable system if mouse is moving at all
Make VirtualCursorOverlay a razor panel
Update SteamInput manifest to include joystick inputs for Menu action set
Hide mouse cursor while we have controller input active
Support processing any number of root panels, make it work in GameMenu
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed
Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
Process inputs in MenuDll
Remove some direct controller access, use Input.AnalogMove/AnalogLook instead