New VR Updates
F Prompts are rendered in world now and no longer in screenspace so they work natively with VR
Adding new 3D FPS Crosshair and Hitmarkers for VR. Enabled via cvar w_crosshair_3d which is on by default for VR
- Note: The new 3D Crosshair looks very similar albeit not identical to the 2D version. Also the 3D version doesn't do any smoothing to it which feels more natural in VR and is tricky to do in 3d space so it still feels responsive enough for FPS
- The Crosshair is also aligned to the weapon helper and no longer in screenspace, i.e. if you lean to the right the crosshair rotates. Imo this looks better and has a coolness effect so i'm keeping this for now
- Fix shadow issue in some cases where the stereo-shift wasnt considered
- Fix VR cropping with fullscreen theater mode - Fix incorrect mouse confine when changing resolutions due to renderer vars not yet updated which the hw mouse was querying
- Renamed IsStereoModeEnabled -> IsVREnabled to make it more clear that this also means the TheaterMode can be active
- Maintain resolutions across all VR modes when turning off/on any mode (i.e. theater to non-vr, non-vr to theater etc)
- Enable stereostrength scaling in editor without gamemode if strength is smaller than 1
- Disabled broken r_ResolutionScale in VR
- Disabled pl_proceduralRecoil.enableHeadRecoil in VR as it feels very unnatural and causes motion sickness