License headers for all current content pipeline source files changed to refer to LICENSE.TXT.
Implemented Guide.BeginShowMessageBox/EndShowMessageBox for WP8 using an alias to Microsoft's XNA Guide class.
Removed unnessasary reference to SharpDX.WP8.
Merge branch 'windows8_fixes2' of https://github.com/Nezz/MonoGame into develop3d
Merge branch 'develop3d' into wp8
Fixed delegate method ShowKeyboardInput to be private.
Fixed Begin/EndShowKeyboardInput, Begin/EndShowMessageBox, and ShowMarketplace for WP8.
Fixed bug where column was always 0 in MGFX parsing errors.
The MGFX preprocessor now gets a correct file name for error reporting.
MGFX parser now correctly obeys #line directives.
Sampler and render state is now case insensitive.
Added missing rasterizer state to MGFX parser.
Exposing function to release all touch events for XAML interaction
Switching from enum.HasFlag to bit operations, this is WAY faster because it doesn't need a heap allocation
Unrolled loop and removed heap allocation for more efficient SetValue of a Matrix within EffectParameters.
Revert "Exposing function to release all touch events for XAML interaction"

This reverts commit 5826133d55972dae4845d50e0ff7079833f9988f.
Don't create the purge buffer for OpenAL on every update
Made EffectParameter set value only be optimized for 4x4 matrix case
Fixed thread deadlock on Windows 8
when creating an Effect on a background thread. The deadlock happened between _swapChain.Present() and new Buffer().  Adding the lock(_d3dContext) around buffer creation solved it.
Merge pull request #1047 from slygamer/constantbuffer-lock

Fixed thread deadlock on Windows 8
Merge pull request #1024 from SickheadGames/mgfx3

More MGFX Improvements
Renaming Windows solution and project to WindowsGL.