Fixes to the MonoDevelop.MonoGame.addin.xml to include the runtime files.
Fixes to the project templates
Merge remote-tracking branch 'upstream/develop3d' into develop3d
Rework dispose list
Try to fix issue #910
The dispose list is now static in GraphicsDevice, so adding to the list no longer requires an instance of GraphicsDevice. This removes use of a WeakReference in a finalizer.
Don't wrap AddDisposeAction in if (disposing).
Merge branch 'develop3d' of https://github.com/mono/MonoGame into dispose
GraphicsResource
* Fix incorrect comment and spelling error.
* Set graphicsDevice member to null in Dispose(bool) to release reference.
Android - fixed memory usage in Texture2D
Fixes #899
Fixes #923 (assuming we set the MediaState correclty)
Fixes strange behaviour of Windows 8 trial
Rewordked messagebox for correct behaviour
Moved the IsVisible sets to the delegates so the Guide won't get stuck if the EndShow functions are not called
Fix for issue #922

for now we just have a dummy property, I'm not sure what this property actually does in XNA we will need to take a look and find out.
Merge remote-tracking branch 'upstream/develop3d' into develop3d
Removed using.
Added neutral resource attribute.
Initial cut of a F# based project template for MonoGame on the Mac
There is currently two caveats:
1) When a new project is created the logo.png file under the Content directory has no build action.  The build action for this file needs to be changed to copy to output
2) The References Lidgren.Network.dll and MonoGame.FrameWork.MacOS.dll are not referenced correctly, I think this is a issue because I have not installed MonoGame as a package.
First pass at working WP8 platform.
Better state cleanup between frames.
Updating libs submodule reference to head.
Removed AnyCPU from Windows Phone project.
Fixed some warnings.
Went ahead and made initialization behave more like WinRT.
Fixed gamepad not working for PlayerIndex.Two and beyond.

Added another model of 3rd party Xbox compatible controller
Added support for single int parameters in MGFX (in a somewhat dirty way)