Copied Visual Studio 2012 templates and adapted them for Visual Studio 2013.
Removed unused logger.
Make sure we create the same empty ModelMeshPartContent as XNA when there is no geometry in a mesh.
Added some BoundingSphere tests.
Added missing exception when passing empty list to BoundingSphere.CreateFromPoints().
Helper for epsilon based Matrix comparison.
We correctly create default materials for geometry.
More complete test for missing UV channels.
Fixed MaterialContent.GetTexture() to return null when a texture doesn't exist.
Added BoundingSphereComparer.
Helper for cloning materials.
Removed horrible old license spew.
Added ArrayUtil.ConvertTo() helper.
Fixed BoundingSphere.CreateFromPoints() to match XNA behavior.
Added some new tests to BoundingSphereTests().
Added new ModelProcessorTests.
Removed unnessasary backwards loop from cut and pasted code.
We now calculate the bounding sphere at the end of ProcessMesh.
We now correctly clone the material for vertex colors.
Merge branch 'develop' into xform
Merge remote-tracking branch 'upstream/develop' into develop

Conflicts:
	default.build
Some cleanup.
Merge pull request #2800 from Jark/develop

Copied Visual Studio 2012 templates and adapted them for Visual Studio 2013