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Update from 05.12.2017


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- reworked ui render under Oculus
- fixed cubesource_scale, cubesource_curve, glow_scale, saturation_scale reloading
- fixed "cull mode" for hook objects that was corrupted after "fix bound data" implementation
- changed parameters in main11.fx related to separation

reworked ui render under Oculus
I redid this part of hook and now I hope cursor rendering will match UI rendering. Two things still bad -
I have not control on hook5 ui rendering and I can't recalculate it or changes somehow so hook5 ui renders under oculus not correct. Second - in PoseEdit mode villa use projection shifting to output scene, if I will try use this shifting on VR projection it will turn picture to "fisheye" and this lead to headsick, so under VR I discard this shifting.

paramters in main11.fx
-removed iAllowOVR
-now iSeparationMode (instead of iAnaglyphEnable) with values:
     0 - Anaglyph,
     1 - SideBySide (not implemented yet),
     2 - OculusHome, and maybe new in future

-fAnaglyphSeparation - separation distance only for Anaglyph mode
-fAnaglyphConvergent - convergent distance only for Anaglyph mode
So if you want launch game in Oculus mode you need set iSeparationMode to 2, if iSeparationMode are zero then game will start in normal mode

I want to now how new menu under oculus VR work, if it correct then I want try SideBySide separation.

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