VR: Generate extra `GetXActionData` functions with `ulRestrictToDevice` = `k_ulInvalidInputValueHandle`
VR: Menu chord bindings / action
VR: Remove legacy layer, move VR stuff into Sandbox.VR namespace
VR: Hook up WorldScale
VR: Do a reset whenever GameMenuDll.ResetEnvironment is called, just resets world scale for now
VR: Shorten Sandbox.Engine.VR to Engine.VR, maybe we should rename this class entirely
VR: Move `VR` class into Sandbox.VR
VR: Remove `VR` class, move any relevant properties over to `Input.VR`
All of this was input-related anyway, this feels like a better place to
have it. Modifying the anchor is done through `Input.VR.Anchor` now.
The only exception to this is checking if we're running in VR; use
`Game.IsRunningInVR` instead.
This avoids us clashing with the `Sandbox.VR` namespace and causing a
bunch of problems. Shouldn't be too different anyway as most things
should be covered by our components.
VR: Components don't update if VR isn't running