* Added missing usage elements to VertexElement (Windows 8)
Added PointMipLinear setting to SamplerState Activate.
SoundEffectInstance.Resume() restarts the audio if it finished playing (same behavior as in XNA)
Fix PSMobile compilation.

1. Changed line breaks in Effect.cs (caused compilation errors).
2. Add missing files to PSMobile.csproj file:

- ContentReaders\EffectMaterialReader.cs
- ContentReaders\ExternalReferenceReader.cs
- Graphics\Effect\EffectMaterial.cs
Merge pull request #1077 from WaaghMan/branch_soundeffect

SoundEffectInstance.Resume restarts the audio if it finished playing
Merge pull request #1075 from WaaghMan/branch_pointmip

Added PointMipLinear setting to SamplerState Activate.
Merge pull request #1073 from WaaghMan/branch_vertexelement

Added missing usage elements to VertexElement (Windows 8)
Merge pull request #1079 from liortal53/develop3d

Fix PSMobile compilation.
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
Fixed WP8 project:
Readded SharpDX.WP8 reference
Fixed incorrect refences of GamePage
Non-4x4 matrices now set correctly as shader constants
3x4, 4x3 and 3x3 matrices are not set correctly in EffectParameter.
The number of vectors used by an EffectParameter is now used to advance the offset.
Matrix transpose is now done in the assignment of the unrolled loop.
Full screen, without text
Modified call to Activator.CreateInstance() in Read() which previously supplied a second parameter: false, consequently erroneously calling Activator.CreateInstance(Type, params object[]) for Windows store apps which has different overloads for CreateInstance(). No need for special #if NETFX_CORE handeling since false is the default if not supplied when not #NETFX_CORE anyway.
Merge pull request #1087 from Nezz/wp8_fix

Fixed WP8 project
Merge pull request #1 from markmnl/develop3d

Modified call to Activator.CreateInstance() in Read() which previously s...
Save a bucketload of runtime memory allocations
Setting a Vector2, Vector3, Vector4 or an array of them on an EffectParameter would allocate new float arrays for each vector.  It now re-uses the float array that was already there for that parameter.
Merge branch 'develop3d' of http://github.com/gnomicstudios/MonoGame into develop3d