[SharpDX] Fix issue #171. Add (Point|Size2|Size2F).Zero|Empty static property
[Toolkit.Game] Added generic method overloads for IServiceRegistry and its implementation GameServiceRegistry (issue #175).
[SharpDX] Removed 'Empty' static fields from Point structure as it is semantically incorrect.
[Toolkit.Game] Changed the default value for Game.IsFixedTimeStep from true to false (github issue #160).
[SharpDX] Changed the default value of Color.Transparent to be 0x00000000 (issue #177).
[SharpDX] Fixed MathUtils.NearEquals for a corner-case (github issue #180).
[Toolkit.Content] Improved error reporting when an asset is not found (issue #181).
[Core] Simplify implem of MathUtil.NearEqual. Add some tests for testing precisely ULP tests
Fixes double byte character GetCharABCWidthFloat returns null
[Toolkit] Add IContentReaderFactory to IContentManager to allow dynamic ContentReader association based on type. Allow to load the same asset with different type (like Content.Load<Image> and Content.Load<Texture2D>). Make ContentManager more robust to null arguments.
[External] Add dependency to YamlDotNet fork from https://github.com/xoofx/YamlDotNet
[Toolkit.Yaml] Add new SharpDX.Toolkit.Yaml project that allows to load Yaml files directly into .NET object using the ContentManager.
[Toolkit] Fix compilation on Win8/WP8
[SharpGen] Allow VS2012, VS2013 to be used to compile standard DirectX June 2010
[Core] Adding Matrix3x3 class. Add Decompose Uniform scaled matrices.
[Graphics] Fix eol in RasterizerStateCollection
[Toolkit.Game] Added possibility to rebind a running game to a different game context for the Desktop-WinForms platform.
[Toolkit.Samples] Updated temporary certificate for all WinRT samples.
[Toolkit.Game] Added support for GameContext switching for Desktop/WPF platform.
Fixed NullReferenceException while converting

Previously the implicit conversion operator threw a NullReferenceException because no null check was performed.

When checking for null, compiling a shader directly inside a using clause and returning null if no entry point is given, is possible.

e.g.
using (ShaderBytecode geometryShaderByteCode = (!String.IsNullOrEmpty(geometryShaderEntryPoint)) ? ShaderBytecode.Compile(uncompiledShaderBytes, geometryShaderEntryPoint, ShaderModel5.GeometryShaderProfile) : null)