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Don't accidentally reuse overlay keys - #6
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When multiple overlays exist and any but the last is deleted, they shift backward in the array. When another one is then created, it will then try to use the key of an existing one, since those aren't updated to match the new array index. This will cause VROverlayError_KeyInUse, which is promptly ignored, and the overlay container will think it is overlay 0, causing it to start drawing its subviewport texture to the wrong overlay handle. After a few cycles, the world falls apart and overlays don't appear at all anymore. This fixes the problem by just guaranteeing the ID is unique using the overlay container's instance ID. I would like to do further cleanup of the tracking in ovr_data later.
Don't accidentally reuse overlay keys
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