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
Merge branch 'develop' of https://github.com/mono/MonoGame into NuGet_update_package
Updated for December 10 cut.
Resolved Windows 8 build issue
Windows 8.1 package updated to be fully functional
[WP8] Create Debug Device only under DEBUG configuration

improve performance under release builds.
We don't have to create a Debug device.
Bugfix #2172 - TextureProcessorOutputFormat.DXTCompressed, does not match original XNA capitalization
Merge pull request #2161 from DDReaper/NuGet_update_package

Nu get update package update 10th December
Add missing ranged transform overloads to Vector3
Goofed on debug assertion
Undo accidental formatting change; formatting compliance
Remove a few more spurious formatting changes
One more stray formatting violation
[ContentReaders] Allocate just the right amount of memory for Lists

Allocate the exact amount of memory for list.
This makes the content loaders more memory efficient and also improves
performance by eliminating the need to perform resizing operations in
the case of big arrays (ex. models with skinnning data).
NuGet update release for 7th January
* No Code changes
* Main NuGet package now depends on binaries release rather than duplicating references (will make it easier for projects using the full proj to just update binaries)
* Windows GL build now no longer crashes with Sharp DX errors
Merge pull request #2186 from DDReaper/NuGetUpdate-20140107

NuGet update release for 7th January
Merge pull request #2184 from nkast/tnc_ContentReadersLists

[ContentReaders] Allocate just the right amount of memory for Lists
Bugfix #2172 - Additional changes to set TextureProcessorOutputFormat.DXTCompressed to match XNA's casing.
Merge pull request #2178 from joncloud/develop

Bugfix #2172 - TextureProcessorOutputFormat.DXTCompressed, does not matc...
Merge pull request #1 from mono/develop

pull in updates since October
Implemented "Garbage-Free" GraphicsDevice.GetRenderTargets

Implemented property in GraphicsDevice to get the current Render Count
and overloaded GetRenderTargets to copy to an array you provide instead
of generating a new one (therefore, creating garbage).  Only problem is
that it is the user's responsibility to make sure the array they create
can fit the render contents or an exception will be thrown.
Merge pull request #2174 from nkast/tnc_WP8DebugDevice

[WP8] Create Debug Device only under DEBUG configuration