Updated README containing a summary and directing towards the website for further information.
Removed sponsor text in favour of the donation information on the website.
Merge branch 'develop3d' of https://github.com/mono/MonoGame into develop3d
Merge pull request #1161 from slygamer/readme

Updated README containing a summary...
[WINRT] - Added an optional Delegate to Customize the Game class after it is created
Merge pull request #1168 from tpastor/develop3d

[WINRT] - Added an optional Delegate to Customize the Game class after i...
Merge branch 'develop3d' of https://github.com/mono/MonoGame into develop3d
DepthStencilState not setting the ReferenceStencil value

DepthStencilState was not setting ReferenceStencil which causes strange
results when using stencil masks with ReferenceStencil other than zero.
It now looks ok (similar to XNA) for my stencil shadow implementation.
Merge remote-tracking branch 'upstream/develop3d' into nkastBranch
Merge pull request #1173 from nkast/nkastBranch

DepthStencilState was not setting ReferenceStencil
Added a clean target and the content processor target to the build script
Updated the installer to include the new pages
Remvoed Xamarin page from the installer
MonoGame 3.0 Release 2013-01-11
Fixed Installer to run OpenAL silently.
Fixed the Linux and Windows Templates to link to SDL and SDL_mixer.dll (for linux)
Fixed some of the registry entries for the installer
added SDL_mixer.dll
Provided additional information in (re)thrown exceptions.
Merge pull request #1177 from Qbit86/develop3d

Provided additional information in (re)thrown exceptions.
Merge branch 'develop3d' of https://github.com/mono/MonoGame into develop3d
Fix disposing of ShaderProgramCache
Fixes issues #1071, #1181
Also fixes project templates for Windows and Linux to always dispose of the Game object.
Reset Texture's cached GL SamplerState when device is reset

The cached sampler state was being persisted between device resets. After a context lost event, the GL sampler states are reset to default but the cached state was not. This meant that if your game used a single non-default sampler state, after a device reset it would never get applied.
Use TimeSpan.FromTicks() to calculate default TargetElapsedTime
Fixes issue #1184
TimeSpan.FromSeconds() has an accuracy of 3 decimal places only.  TimeSpan.FromTicks() is more accurate, resulting in the expected target elapsed time of 0.0166667 rather than 0.017.

Reference: http://msdn.microsoft.com/en-us/library/system.timespan.fromticks.aspx