Requested behaviour:
1. While night vision goggles are lowered and powered, apply a near blur: everything closer than about 1 m is blurry,
with sharp focus from about 2–3 m to the horizon.
2. Iron sights look blurry through goggles (front post, rear sight and the weapon itself).
3. Red dot and holographic sights keep a sharp dot, since it is projected at infinity (it may need a lower brightness
so it doesn't bloom). The housing around it can blur.
4. Night vision scopes (NVG scope, thermal) are unaffected: they have their own optics and focus.
5. Optional: a "focus near" toggle on the goggles (like turning the objective ring) that makes close things sharp and
the distance blurry, for reading a map or working on items. Switching back takes a second.
Why:
- Realism: this is the most noticeable thing night vision does differently from the human eye, and DayZ already
simulates tube colour, grain and battery use.
- Balance: night vision is currently a complete solution for night combat on its own. With the near blur, fighting
at night needs a fitting sight as well (red dot / holo, or a night vision scope), which makes those items more
valuable and makes goggles plus iron sights a weaker setup.
- Readable gameplay: close items being blurry is easy to understand and doesn't hide anything at distance.
Technical note:
The engine already has a depth of field override that scripts can drive: `CGame.OverrideDOF(enable, focusDistance,
focusLength, focusLengthNear, blur, focusDepthOffset (3_Game/Global/Game.c:1378`), wrapped by the post process
manager as PPEDOF 3_Game/PPEManager/Materials/MatClasses/Exceptions/PPEDOF.c). It is already used for depth of
field while aiming down optics 3_Game/PPEManager/Requesters/PPERCameraADS_Opt.c:43). The night vision requester
PPERequester_CameraNV) could set a near blur through the same PPEDOF exception while goggles are active, with the
red dot / holo exception handled in the ADS requester.