Add all the Nektra in-proc libraries to project.

And get ready to use them.  This just sets up the project with proper includes and their location, and adds the libs.
Updates project settings to use include those libs.
Move the hooking to it's own file.

Rather than inline even more code, let's move the hook to it's own cpp file and keep it cleaner.

This doesn't seem to function, but doesn't blow up.
Log says the hook is processed correctly.
Update the MainHook to log better, and use LoadLibraryExW.

The APImonitor showed it was LoadLibraryExW, so switched to that variant.
Restructured it so that DLLMain is setup with the normal switch statement.

Add regular d3d11_log.txt logging for anything actually hooked, so we can see if it's working and being called.

With a proper matching case, this now works in WatchDogs!
Set up WatchDogs target to be only one that hooks.

This only allows the deviare hooking and bypassing the system32 lookup in the WATCH_DOGS target only.  Maybe later we extend it, but it's not necessary anywhere else yet.

Fix a bug with looking for "original_d3d11.dll" as the target specified from wrapped d3d11 so that it can get real version without calling back into itself.

Make the WatchDogs build target create a real release, including dependencies.
Move WATCH_DOGS #if outside DLLMain.

So that DLLMain defaults to normal system one in the non-watchdogs case.
Comment shaders since they change on settings.

Couldn't find these in current run, probably different settings.
Merge branch 'experimental_inproc'