Update the OUYA project template
Added the application key as a raw resource.
Use the async IAP methods.
Some fixes to PSM rendering

Added TexCoord to BasicEffect shaders
Removed default BlendState for BasicEffect pass
Renamed reserved word Texture effect parameter in BasicEffect
Look for EXACT vertex buffer match (vertex and index array sizes must match request)
Fixed the slowdowns that occur when debugging WP8 and dragging the screen
Fix for Android memory leak and random null ref exception.
https://github.com/mono/MonoGame/issues/1685
Updated NuGet packages for 3rd December 2013
New NuGet packages published from code version as of this date

Only known issue, Win GL project still referencing SharpDX Raw Input

NuGet releases now 3.1.1-Alpha
Added NuSpec for the Content Processor aligned to 3rd December release
Repackaged 3rd December release. Odd dll issue for Store builds.

*Note found an 8.1 bug which needs resolving with the package.
Will also refresh for a more recent release with this fix
Updated for December 10 cut.
Resolved Windows 8 build issue
Windows 8.1 package updated to be fully functional
Merge branch 'develop' of https://github.com/mono/MonoGame into develop

Conflicts:
	MonoGame.NuGetPackager/Package.Binaries.nuspec
	MonoGame.NuGetPackager/Package.ContentProcesors.nuspec
	MonoGame.NuGetPackager/Package.nuspec

Merged.
Fixes.
Merge branch 'develop' of https://github.com/mono/MonoGame into develop
Added SFXInstancePool to pool SoundEffectInstances created from SoundEffect.Play() or SoundEffect.CreateInstance(). Removed old pool implementations from other platforms.
Syncaidius: Fixed handling of stopped music when tombstoning and restoring an app.
https://github.com/mono/MonoGame/pull/2118
Added ArgumentOutOfRangeExceptions to match XNA.
Added some comments.
Implemented missing SoundEffect.GetSampleDuration() and SoundEffect.GetSampleSizeInBytes().
Now setting SoundEffect duration in the constructor.
Fixed casting error in GetSampleDuration() and GetSampleSizeInBytes().
Added method to get all pooled SFXInstances.
Setting SoundEffect.MasterVolume now adjusts the volume of previously created and currently pooled SFXInstances.
Factoring in SoundEffect.MasterVolume for PSM.
SoundEffect.Play() No longer needs #if branching. SFXInstances created from Play() are always played at the max volume and are scaled by the MasterVolume elsewhere.
SFXInstancePool sets SFXInstance properties to their default value when returning a pooled instance.
SoundEffectInstance now returns the correct SoundState on OpenAL platforms.
Android build fix.