Integrated farseer.  Created transform component that physics, kinect, and render rely on.  There is currently a hack for shape of the object.  There is a glitch with when someone was moving, then leaves the kinects view.
Farseer was not in the correct place.  Also, I forgot to mention that I removed the need to declare the manager in my last commit
Changed reflection to use lambdas (faster and less overhead) moved it to class factory.
Removed unused imports and references from player project.  Removed slimdx references from the core.
changed kinect component to use Joint type for the joint
Added a new preset attribute to allow component devs to make presets.
Created a unit test project. Includes unit tests for the editor AttributeViewModel class.
Added test cases for AttributeViewModel. Since this class was starting to have a lot of specific logic for entities (i.e. inheritance) a new EntityAttributeViewModel class has been created, and both implement IAttributeViewModel. All the test cases are passing now. Further Undo/Redo cleanup. Removed a copy local reference in the Render module.
Removed exits left and right events. Added initial collision event. Todo: The entity in an event is not set at the correct time.
Added requires and provides attributes.
Added Experiments folder
Fixed bugs for readables, game now uses one collides event and one crosses line event.  I moved the line in the first scene so you don't neet to move as much.  I changed the interfaces to be more 3rd party friendly.  TODO: merge attributes into the core, have services auto detected, make the kinect's dirver a service (so it can be stopped correctly).
Fixed a few remaining cases for the entity attribute view model, and allow the user to add and remove attributes for entities.
Added support to add an entity with a single prototype.  Cleaned up XML (Made Using and everything start with a capital).  Load all services from assembly
Added attribute support for game and scene.
Message passing experiment.
Added an equivalent of TypeMatchers to the message passing experiment.
Scaling so that the paddle easily reaches top and bottom of screen
Added destroyAction.  Did a remove and order on usings, when I moved things and moved them back it was a bit messy.
added some comments.  Also fixed the issue with runner not compiling to any cpu.