UI|Client: Working on the busy mode transition

Todo: To make this work correctly, the untransformed UI content needs
to be frozen at the window level.
Merge branch 'oculus-rift' of github.com:skyjake/Doomsday-Engine into oculus-rift
Request a stereo OpenGL context in clientwindow.cpp, so rend-vr-mode 13 could work.
Stereo 3D|Client: Expose rend-vr-hud-distance as a CVAR, and set its default to 20 (map units)
Added hooks for maintaining separate Rift/non-Rift field of view (see below)
CVAR rend-camera-fov always represents the current field of view, whether in Rift mode or not (so culling can work correctly).
CVAR rend-vr-rift-fovx represents stored/current fov for Rift mode.
CVAR rend-vr-nonrift-fovx represents stored/current fov for other modes.
Changing VR::mode, camera-fov, rift-fov, or nonrift-fov each can cleverly update the other fov values, when appropriate.
Add command for loading VR parameters (IPD & aspect) from Oculus Rift SDK
Add CVAR for whether to automatically load VR parameters from SDK
But don't load field of view, because result does not seem correct.
Homepage|Build Repository: Source code packages now available in the repository

Doomsday Source code packages produced by the auto builder are now
made available from the build repository.

As usual, the latest source code packages also can queried for with
a "latestbuild?platform=source" query and JSON object graph info is
also available.
Merge branch 'master' of github.com:skyjake/Doomsday-Engine
Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
Failed to even start setting warp shader uniform parameters.
Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
Kludge to avoid path find error crash from latest update.
Refactor Rift barrel shader to take uniform parameters from new VR::riftState instance.
Populate VR::riftState during loadRiftParams()
Finally computing correct rift field of view during loadRiftParams()
Remove CVAR rend-vr-rift-aspect in favor of VR::riftState.aspect()
Default rend-vr-rift-fovx to computed value.
Refactor|libcommon: Unified view port drawing, moved crosshair to HUD layer

Also, in Oculus Rift mode, don’t assume that automap covers the full
view.
Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
Add oculus libraries line for Mac. Still get RTTI related link errors
Qt 4.7|Client: Fixed Qt 4.7 compatibility (no foreach with QVarLengthArray)
Debug|Map Renderer|Client: Investigating further vertex color clamping issues