Removed the override for WillMoveToWindow. This was destroyign the framebuffer, which was unnecessary.
Removed PreserveFrameBuffer hack.
Dropped the platform from the name of iOS MonoGame assemblies for all configurations.
Removed platform name from all MonoGame.Framework assemblies and added the platform to the output path.
Updating assembly name and paths for project templates.
Windows Project update.
Update for assembly name change. Installer works for VS2010. Still need to test and fix things for other platforms.
Added SoundEffect.FromStream
Merge pull request #1082 from SickheadGames/iOSMultipleViewHandling

Removed PreserveFrameBuffer workaround
Removed spaces from Windows GL build path.
Updated installer script. Confirmed to work on Windows 8, Windows Phone and Windows GL.
Attempting to create less Action objects when unnecessary.
Merge pull request #1124 from SickheadGames/iOSThreadingImprovementsFix

Attempting to create less Action objects when unnecessary.
Apply params correctly for effects using same shader
Fix for issue #1116
If two effects were using the same shader, the constant buffer would not be applied when each effect was used.
Merge pull request #1128 from slygamer/issue1116

Apply params correctly for effects using same shader
Implemented an internal ctor that accepts a Stream and set FromStream to use that for Desktops.

I have FromStream throw NotImplementedEX for Android and everything else processes like normal.
Replaced 'WindowsGL' output path with simply 'Windows'... Lidgren is not GL specific.
Fixed some bad file references in installer.
Fixed bad assembly reference.
Fixed bad assembly reference.
Buffers are write-only on ES 2.0
Issue #1127 raised the problem of trying to read data from vertex buffers.  Turns out the GL_OES_mapbuffer extension is write-only. Therefore I have added NotSupportedException to VertexBuffer.GetData() and IndexBuffer.GetData() for ES platforms.
Removed excessive debug logs from model load
There were quite a few Debug.WriteLine() calls in the model loader that did not need to be there and produced excessive logs, especially on Android where the logs are duplicated in adb output.  Also removed a 'colourful' debug log from LzxDecoder.