Create MonoGame.Framework.JSIL project file
Tweak the jsilconfig to ignore/stub out assemblies appropriately. (Why does Tao load 2.0 assemblies alongside 4.0 assemblies? :-( )
Switch to custom branch of MonoGame samples.
Update ignore list
Add batch file for generating JSIL skeletons.
Add build script for samples
Draw2D sample gets close to the end of Game's constructor in the browser now.
Tweak JSIL framework file so msbuild doesn't decide to silently ignore it during builds
Two compatibility hacks for WebGL/JSIL
Replace two uses of static Regex.Replace with readonly static ECMAScript-compatible regexes. This ensures they will work in both native .NET and JSIL compiles.
Set run behavior to async for OpenTK platform in JSIL configuration (this currently breaks the windows executable :/)
Stub out Texture.SetData for now.
JSIL-specific hacks only apply when compiling via JSIL
Set runloop to asynchronous when compiled to JS
Kick off the run loop in JS
Annotations to enable passing packed arrays to DrawUserPrimitives/DrawUserIndexedPrimitives
Make SpriteBatcher's vertex array packed
Replace uses of IntPtr arithmetic with an extension method so that it is possible to override them for JSIL
Replace the 'new IntPtr(ptr.ToInt64() + x)' pattern with 'ptr + x' since that's valid in .NET 4 and easier to translate in JSIL
Don't sleep in the main loop in JSIL builds
Update some ifdefs
Stub out BaseDirectory in JSIL builds
Disable GamePad in JSIL builds for now
Sample starts up and runs (no visible rendering, though):
Stub out GamePad APIs for now
Enable Texture2D uploads
Set vertex declarations with a custom browser stub since emulating client arrays is *awful*
Fix running JSIL build on windows again