Removed Ranges and cleaned up updateLookAnimation function.
Reformat parameter defaults to true.
fix for issue #393
Merge pull request #492 from Azaezel/393B

Fix for issue #393
Merge pull request #427 from eightyeight/arm-range-fix

Arm range fix
Viewport Fix for Glow PostFX

- Modified the glow postFX to now respect the current viewport settings.
- This fixes glow rendering for the Oculus Rift and any other time the
glow rendering should be limited to a region of the back buffer.
Merge pull request #502 from DavidWyand-GG/OculusRiftUpdate

Viewport Fix for Glow PostFX
Viewport fix for PostFX and SSAO

- General fix for PostFX render targets to properly support the GFX
viewport setting.  This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property.  This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
Merge pull request #503 from DavidWyand-GG/OculusRiftUpdate

Viewport fix for PostFX and SSAO
Expand PostFX Viewport Options

- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
Merge pull request #504 from DavidWyand-GG/OculusRiftUpdate

Expand PostFX Viewport Options
PlaneReflector Support for Side-by-Side Rendering

- The PlaneReflector class now supports side-by-side rendering.  This
does mean that while in this rendering style that all planar reflections
are rendered twice, as reflection is a screen space effect from the eye
point of view.
- Planar reflections now work in the Oculus Rift.
- Modified GuiTSCtrl::onRender() to move up where the rendering style is
defined to just before the reflection manager has its turn.
Merge pull request #505 from DavidWyand-GG/PlanarReflectionFix

PlaneReflector Support for Side-by-Side Rendering
Merge pull request #466 from eightyeight/mltext-default-reformat

Added default parameter to GuiMLTextCtrl::addText