Allowing for Vsync to be disabled on DirectX desktop buils.
Fixed MaximumFrameLatency to be reset on ApplyChanges().
We now force the default MaximumFrameLatency when vsync is disabled.
Improved performance of the bounding box from a point cloud method.
Exposed PresentInterval on SwapChainRenderTarget so that VSync can be disabled if desired.
Removed the setting of MaximumFrameLatency from SwapChainRenderTarget, since this could override the setting from the GraphicsDevice.
Merge branch 'DirectX11VsyncDisable' of https://github.com/SickheadGames/MonoGame into DirectX11VsyncDisable
Added GetFrameLatency extension to PresentInterval.
GraphicsDevice now uses this extention.
Slightly clarified documentation.
Changed SwapChainRenderTarget to use new PresentInterval extention.
Added new TargetBlendState class.
BlendState class extended to support optional per-target blend states under DX.
Added overloaded BlendState.Dispose(bool).
* Added OSX platform to MGSongProcessor.cs to compress mp3 songs
Removed PreferredInterfaceOrientationForPresentation()

Causes bugs with PresentViewController to be described in pull request
* MonoGame on MAC throws a notimplementedexception on IPv4Mask, so we return null on Mac Implementation. Had to add a MONOMAC define to the project.
Revert "* Added OSX platform to MGSongProcessor.cs to compress mp3 songs"

This reverts commit 642827f4c82bb9226055a69532701ad2907fdaea.
Merge branch 'develop' into dxblend
The blend properties are only set on the primary target now.
Fix RenderTarget creation if called from non UI thread
Updated project templates to use .Targets files instead of individual references

Updated:
* All project templates except iOS / MacOS
* Build installer to copy new .target files
Added:
* .Target files to Project templates folder
Game now correctly disposed on exit of the activity
Game can now be exited and re-launched on Android multiple times without errors.
Remove test code.
Fix non-Android compile error.
Fixed BlendState.ToString() to not display "Opaque" for all custom states.
Fixed BlendState.ToString() to display the short type name instead of the full namespace-qualified type name.
Added ToString() to DepthStencilState and RasterizerState which will identify if the state is one of the preallocated static states.