[Toolkit] Improve GC performance by fixing a couple of possible allocation hotspots
[DirectWrite.Samples] Fixed CustomLayout sample
[Samples.Win8] fixed memory leak
[Toolkit.Graphics] Removed garbage generation during SpriteFont.ForEachGlyph calls
[Toolkit.Graphics] Fix issue with wrong slots being assigned in EffectPass
[Toolkit.Graphics] Add a check in RenderTarget2D.New in MSAA scenarios and forbid the use of MSAALevel.None
Add GraphicsDevice.GetRenderTargets(...)

and cache current render target views and depth stencil view in
GraphicsDevice
[Toolkit.Graphics] Add comments to GraphicsDevice.GetRenderTargets. Improve efficiency when setting render tagets.
[SharpDX] Add Thread name to TaskUtil.Start
[Toolkit.Graphics] Add GeometricPrimitive Cube, Cylinder, GeoSphere, Plane, Sphere, Teapot and Torus. Add sample Geometrics.Desktop to demonstrate their usage.
[Toolkit.Game] Fix issue with regression when using multiple window, revert back using standard application window dispatching on desktop
[Build] Change directories for distribution in Bin. Now prefixed by DirectX11 (for DirectX Runtime June  2010) and DirectX11_1 (for Windows 8 Runtime)
[Samples] Add Direct3D11.1 ScreenCapture sample using DXGI OutputDuplication
[Toolkit.Graphics] Reset shader stages in SpriteBatch
[Direct3D11] Fix issue #430. Add D3D11_SO_.* constants to GeometryShader
[tkfxc] Fix issue #429. Add several missing options to tkfxc
[External] Fix issue #431. Get latest assimp and recompile it with V100 platform instead of V110
[SharpDX] Add Up, Down, Left, Right, ForwardRH, ForwardLH, BackwardRH and BackwardLH to Vector3
[Toolkit.Game] Fix issue #433. Backbuffer format is now passed from preferred parameters. MSAA setup from preferred is still not implemented for backbuffer.
[Toolkit.Graphics] Use SpriteFont.Spacing to advance character glyph, still not sure about the "correct" behavior of this property