clear() -> removeAll().
Added a gradient filled text test.
Bitmap contexts & data must be manually freed.

I'm also a little concerned that this allocates a buffer that's the size of the
entire canvas, regardless of the size of the text being rendered into it. While
this avoids any pesky edge cases with text rendering outside its bounding box,
it is a pretty big hammer with which to solve that problem. If someone was
rendering 100x15 text into a 640x480 canvas, we're creating a 640x480 canvas to
use as the mask.

Anyway, I'll leave this as is until someone reports a performance bug and worry
about it then.
Simple multitouch emulation.

Press F11 to set the pivot point.
Make the pivot key configurable.
Events.Util conversion methods.
Fixed earlier stale framebuffer fix.

If we note the framebuffer in createFramebuffer(), that hoses
pushFramebuffer(). So instead we just document that you have to follow
createFramebuffer() with a call to pushFramebuffer() or bindFramebuffer(), and
follow those rules in SurfaceGL.
Add getBytes() and getBytesSync() to assets to get arbitrary binary data.

The caller is then responsible for interpreting said data.

This includes implementations for Java, Android, and iOS platforms.
Need to update to monotouch-maven-plugin 1.1
Deploy snapshot artifacts to personal mvn repo