Clean up the cheetah's onLoad() TSShapeConstructor script

This prevents some console spam due to erroneous node removal requests.
Correct customProfiles.cs execution.

This removes a duplicate and erroneous attempt to load the customProfiles.cs script.  Also added additional commentary to note that this file is the default save location when using the Gui Editor to create GuiProfiles.
Also fixes a problem where the Empty Template was not loading customProfiles.cs
Use correct dragCoefficient value in TeleportFlash
GFX now handles non-default adapters

The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one.  Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.

The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager.  These methods
have been exposed to the Canvas.
Merge pull request #318 from DavidWyand-GG/GraphicsAdapters

GFX now handles non-default adapters
Merge pull request #319 from thecelloman/cleancheetahtssc

Clean up the cheetah's onLoad() TSShapeConstructor script
Fix platforms that don't support PVI_NumAdapters

Not all platforms currently support the PVI_NumAdapters query from
PlatformVideoInfo.  This fix puts in the assumption that there is always
1 adapter if the PVI_NumAdapaters query returns false.  This was the
behaviour prior to PVI_NumAdapters being put in place.
Merge pull request #320 from DavidWyand-GG/PlatformVideoInfoFix

Fix platforms that don't support PVI_NumAdapters
ExtendedMove changes

- Support for three positions and rotations.
- Increased the number of bits used to network rotations.
- New Euler based rotation support, in addition to the existing
quaternion support.
Merge pull request #321 from DavidWyand-GG/ExtendedMoveChanges

ExtendedMove changes
Merge pull request #322 from thecelloman/fixcustomprofiles

Correct customProfiles.cs execution.
Merge pull request #323 from thecelloman/fixteleportflash

Use correct dragCoefficient value in TeleportFlash
Side by side rendering

- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
Merge pull request #324 from DavidWyand-GG/SideBySideRendering

Side by side rendering
Game cam and eye banking, control schemes

- ShapeBaseData has two new properties.  cameraCanBank indicates that
the game object may bank its eye/camera, if supported by the object.
mountedImagesBank indicates that mounted images should bank with the
eye/camera in first person view.  Both default to false.
- Player supports 1st person eye and 3rd person camera banking when
making use of the new ExtendedMove class.
- Camera class supports banking when making use of the new ExtendedMove
class.
- GameConnection now has an idea of a control scheme.  This determines
how game objects should respond to input events.  A control scheme may
be set by either the server or client.  Current control schemes are:
-- Absolute rotation (likely though the ExtendedMove class)
-- Add relative yaw (from mouse or gamepad) to absolute rotation.
-- Add relative pitch (from mouse or gamepad) to absolute rotation.
- Player class supports the new control schemes when using the
ExtendedMove class.
- Camera class supports the new control scheme when using the
ExtendedMove class.
Merge pull request #325 from DavidWyand-GG/GameObjectBanking

Game cam and eye banking, control schemes
Oculus VR (Rift) support

Input device and shaders for supporting the Oculus Rift.
Merge pull request #326 from DavidWyand-GG/OculusRiftDevice

Oculus VR (Rift) support
Add a new Terrain brush action:  Smooth Slope.

This smoothes the terrain using a linear regression algorithm.  Exists alongside the oldstyle height averaging action -- options are good!
Merge pull request #327 from thecelloman/smoothslope

Add a new Terrain brush action:  Smooth Slope.