[Toolkit.Graphics] Remove EffectPool from GraphicsDevice's list on dispose, fix for issue #165.
[Toolkit.Graphics] Fixed GraphicsDevice disposing attached EffectPools.
[Toolkit.Input] Fixed KeyboardInput for WinRT to work with overlaid XAML IInputElement. For example, the input event wasn't propagated to a focused TextBox.
[Direct3D11] Make method CommonShaderStage.SetShader public
[Direct3D11] Add GraphicsDevice.SetTargets method with renderTargetCount
[Direct3D11] Add inheritance IEquatable<InputElement>  to InputElement
[Toolkit.Graphics] Add generic constraint on CreateSharedData method
[SharpDX] Remove MathUtil.WithinEpsilon(a,b) in favor of a more accurate MathUtil.NearEqual. Replace all code performing near equal using MathUtil.ZeroTolerance with MathUtil.NearEqual. Add MathUil.IsZero/IsOne and replace all code using it. Move random functions from MathUtil to RandomUtil.
[SharpDX] Remove direct usage of MathUtil.ZeroTolerance in favor of MathUtil.IsZero
[SharpDX] Fix compilation issue on net20 target
[Direct2D] Issue #166: Fixed retrieving D2D effect property name.
[Samples] Fixed Win8 samples compilation.
[Toolkit.Graphics] Fixed issue #167: add flag to allow SpriteFont to dispose unmanaged resources from SpriteFontData.
[SharpDX] Added converstion operators between Rectangle and RectangleF structures.
[Toolkit.Graphics] Adjusted SpriteBatch.Draw methods accoding to added Rectangle-to-RectangleF conversions and reordered methods for better readability.
[SharpDX] Fix issue #171. Add (Point|Size2|Size2F).Zero|Empty static property
[Toolkit.Game] Added generic method overloads for IServiceRegistry and its implementation GameServiceRegistry (issue #175).
[SharpDX] Removed 'Empty' static fields from Point structure as it is semantically incorrect.
[Toolkit.Game] Changed the default value for Game.IsFixedTimeStep from true to false (github issue #160).
[SharpDX] Changed the default value of Color.Transparent to be 0x00000000 (issue #177).