Don't skip writing dirty resources if we have RefAllResources on
Respect the MSAA sample chosen when debugging a pixel
For windows ensure dll stays alive until remoteaccess threads close

* See http://blogs.msdn.com/b/oldnewthing/archive/2013/11/05/10463645.aspx
pass through sample index to pixel history
Add a couple of utility functions for DXGI_FORMAT
Add MSAA support for pixel history. Refs #82

* We expand the depth-pixel-copy CS to copy colour pixels too, and be able
  to read from MSAA textures where appropriate.
* This introduces a small unnecessary overhead for non-MSAA colour textures
  but it's not really an issue.
* I've also changed it to use the existing textures rather than creating
  copies when the existing texture has BIND_SRV already.
Fix overlays to work with MSAA render targets

* Some work just per-pixel rather than per-sample but it's not too
  important
Include registry keys to show renderdoc as an image file opener.
Bump version to v0.22 so unofficial/beta builds are v0.22-xxxx
Stream-out as point list for vs-out draws to get vertex reuse

* For vertex shader output only, we do the streamout as a point list and
  render each vertex once then we can reuse the same(ish) index buffer and
  topology as the original draw.
* For GS/DS out there will likely be some expansion of verts so we do the
  same as we used to.
Handle vtx highlights outside UI, for complex topologies. Refs #85
Ensure we use the right topology for the stage
Fix logic mistake causing crashes with superfluous GPU dirty data

* IF we are ref'ing all resources, we want to serialise GPU dirty resources
  regardless if they're in m_FrameReferencedResources. If we are NOT
  then we can skip out.
Set sockets to be specifically non-inheritable

* This means if a process with a remote connection creates a child process
  we don't have the socket stay open zombie-like.
Pass through child processes via remote access to UI. Refs #78
Make better use of space when help is toggled off
Connection dialog now follows child processes launched. Closes #78

* Whenever a child process is hooked, that's passed back up to the UI and
  a list is shown with all the child processes of the one you are connected
  to in the dialog.
* At any point you can double click to create a new dialog latched to that
  process.
* If the process you're attached to closes and has one child, similar to if
  you only have one capture made the dialog will close itself and open a
  new connection to the child process. This is the case for e.g launcher ->
  editor
* This behaviour is overridden if you made a capture, as it assumes you
  then don't care about the child processes and instead want to open the
  capture. You can always do file -> attach later.
* If it has multiple children when the process closes, the dialog stays
  open to allow you to peruse the list and maybe open up a connection to
  one of the children.
Add option to disable/enable vertex highlighting in mesh view
add -I for 3rdparty/ folder
Fix fetching the right base name for array elements. Refs #93