Improvements in VR, morph animations, moving to Github and CI
Over the last few weeks a new sample appeared: Tutorial_OpenVR

We’ve integrated OpenVR into Ogre.
The tasks done to achieve this can be summarized into five:
- Added ‘VrData’ which is passed to Camera::setVrData. This simplifies passing per-eye view matrices and custom projection matrices required by the VR headset
- Added Instanced Stereo support
- Account for the running-start
- Added Stencil Hidden Area Mesh optimization
- Added Radial Density Mask optimization