[Toolkit.Compiler] Fix some issues with 11.1 profile
[Toolkit.Graphics] Add support in Effect for Initial Counters with UAV
[SharpDX] Add ID3D10Multithread interface to SharpDX.Direct3D.DeviceMultithread that will be shared between Direct3D10 and Direct3D11. This is needed when using MediaEngine Video/Texture interop.
[SharpDX] Fix issue with ID3D10Multithread mapping for WP8/Win8
[Samples] Fix compilation
[Samples] Add ID3D10Multithread.SetMultithreadProtected(true); in MediaPlayer to avoid instability
[Toolkit.Compiler] Fixed texture compilation task to work correctly with subfolders
[SharpDX] Fix issue #420. Fix  BinarySerializer to support self-recursive serialization
[SharpDX] Fix issue 423. Whenever DataStream.DataPointer was used, we need to use PositionPointer instead. Change all usage inside SharpDX.
[SharpDoc] Fix issue with MSHC. URL in css are not working. Ask for a workaround on MSFT forum
[Toolkit.Game] Fix issue with DrawingSurfaceBackground and GraphicsDevice.SetRenderTarget not getting the correct viewport for the render target
[SharpDoc] Fix remaining issue with MSHC documentation generation
[Toolkit.Graphics] Add EffectPass.UnApply method. Unbind texture input in PrimitiveQuad.DrawQuad(ShaderResourceView). Add Color to PrimitiveQuad.
[Toolkit.Graphics] Unbind texture while drawing with SpriteBatch to avoid warnings
[Toolkit.Graphics] Add Model.Draw with the possibility to override default Effect
[MediaFoundation]Bug fix in Transform.ProcessOutput return value
[SharpDX] Add Resource.FromMemory overloads to load textures from unmanaged memory

By avoiding byte[], and using unmanaged memory, we will have more
control over the disposal of intermediate buffers.
[Toolkit.Graphics] Improved GamePlatform to work over RDP with Desktop platform, same as for WinRT
[Toolkit.Graphics] Reduced code duplication
[Toolkit.Graphics] Add WorldView as a predefined Effect parameter for Model.Draw