Torso twists to follow head, fix bug with head rotations

We had a bug where the absolute head angles reported by Oculus or Faceshift were being applied to the head without deducting the pitch & roll created by leaning the upper body, causing (for example) the avatar to look too far up when leaning back.  This now feels much much better.  

Also added having the avatar twist the upper body to follow the rotation of the head, which is much more lifelike and helps prevent the head from getting into a 'broken' looking neck, because in real life we rotate the shoulders to help turn the head.  

Finally, removed the credit display from the interface title bar - doesn't make sense for alpha. 
The math here is a little hard to read, but it appears to blend between x = y/15 and x = 2y/3 (where x = torsoTwist and y = finalYaw) at some unknown rate.  It will be pure trial and error to tune this later should changes be necessary.  Another way to blend over time with more intuitive tuning would be to exponentially blend between where we are and where we want to be:

torsoTwist += tau * (targetTwist - torsoTwist);

where:
targetTwist = someFraction * finalYaw
tau = clamp(deltaTime / timescaleOfDecay, 0.0, 1.0) // clamp it to prevent oscillations from inappropriate timesteps