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).
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
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.
Fixed a bug in the ContentWriter.cs where when processing List<T> types it
failed to find the correct TypeWriter
Merge pull request #1969 from dellis1972/develop

Fixed a bug in the ContentWriter.cs where when processing List<T> types
Merge pull request #1964 from KonajuGames/game-dispose

Game now correctly disposed on exit of the activity
Fix Windows build issue
Merge pull request #1959 from flyingdevelopmentstudio/RenderTarget2D-multithread_fix

Fix RenderTarget creation if called from non UI thread