Merged Phillipe Rollin's (@prollin) RenderTarget changes.
Using the new GraphicsCapabilities propertys for Depth24 and NonLinear. Set the right Depthformat when calling GL.RenderbufferStorage()
Change GraphicsCapabilities properties to have Supports prefix.
Fixed SupportsPackedDepthStencil typo.
Fix typo for Anisotric to Anisotripic, for non GLES codepath.
Fixed MacOS build DepthFormat.Depth24Stencil8 path in RenderTarget2D
Bizarrely the previous commit built fine locally, but not on the build server. I've added a missing the break;
[Win8] Protocol to reactivate suspended game
The protocol can be used to reactivate a suspended game, therefore we should only create the game object if it does not already exist.
Merged with upstream and fixed conflicts.
Removed Check and used @prollin's GL.FramebufferRenderbuffer code as per discussion.
Adding Transform ( Vector[] sourceArray, ref Quaternion rotation, Vector[] destination) to Vector3 class, implemented similarly as compared to the ref Matrix rotation version.
Merge pull request #1724 from nightst4r/develop

Adding Transform ( Vector[] sourceArray, ref Quaternion rotation, Vector...
Merge pull request #1699 from CartBlanche/AndroidFullScreenFix

Merged Phillipe Rollin's (@prollin) RenderTarget changes for Android
Add DebuggerHidden attribute to CheckGLError
The DebuggerHidden attribute makes the debugger break at the caller of CheckGLError if an exception is thrown, not inside CheckGLError.  This is much more helpful to devs as they do not have to manually navigate up the callstack.
Merge pull request #1723 from slygamer/win8-protocol

[Win8] Protocol to reactivate suspended game
Fix using statement.
Merge pull request #1730 from slygamer/debuggerhidden

Add DebuggerHidden attribute to CheckGLError
Reverted Content/ContentTypeReaderManager.cs back to current version in develop branch
Merge branch 'develop' of https://github.com/mono/MonoGame into develop.portable

Conflicts:
	MonoGame.Framework/Graphics/Texture2D.cs - Merged OK