Removed the override for WillMoveToWindow. This was destroyign the framebuffer, which was unnecessary.
Removed PreserveFrameBuffer hack.
Fixed unscaled scissor rectangle being applied after rotation on iOS
Fixed unscaled scissor rectangle being applied after rotation on iOS
Fixed unscaled scissor rectangle being applied after rotation on iOS
Switching GL float precision from highp to mediump.
Only using medium precision floats in the pixel shader.
Merge pull request #1086 from Nezz/iOSScissorFix

Fixed unscaled scissor rectangle on iOS
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.
Add missing 'vertexStride' parameter to DynamicVertexBuffer.SetData

Add missing 'vertexStride' parameter to DynamicVertexBuffer.SetData(...)
method.
See: http://msdn.microsoft.com/en-us/library/bb975971.aspx

Rename similar protected method on base class VertexBuffer to avoid
conflict.
protected void SetData(...) -> protected void SetDataInternal(...)

Fix call to the previously wrong method inside GraphicsDevice.
Merge pull request #1121 from nkast/nkastBranch

Add missing 'vertexStride' parameter to DynamicVertexBuffer.SetData
Merge pull request #1117 from SickheadGames/GLShaderPrecision

Switching GL float precision from highp to mediump.
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.