[SharpDX] Fix issue #268, invalid behavior of DataStream.ReadByte
[SharpDX] Fix issue #268, invalid behavior of DataStream.ReadByte (remove remaining sbyte*)
[Toolkit.Game] Fixed github bug #235 - WPF SharpDXElement disappears when switching displays.
[Graphics] Fix #260. Force to recreate the full swapchain when going to fullscreen as It seems that DXGI is not updating correctly the refresh rate without.
[SharpDX] Make RenderLoop to process all windows message instead of the main window
[SharpDX] Make RenderForm resize working when RenderForm is hosted in a HwndHost for WPF. Remove minimum size restriction of 200,200.
[SharpDX] Add Equal(ref other) for vector/quaternion/matrix

Equal(ref other) is now also used in == and != operators
[SharpDX] Add Vector/Scalar component-wise addition and subtraction operators/functions
[SharpDX] Remove normalization from quaternion billboard functions and always normalize input in RotationLookAt
[SharpDX] Reuse stable Matrix3x3 functions to produce quaternions.

It gives better results and protects against negative Sqrt input and division with zero (NaN)
[SharpDX] Rename VectorXXX.Modulate(..) functions to VectorXXX.Multiply(..).
[SharpDX] Vector divide operators & function for x=float/vector
[SharpDX] Add IsZero in vector to quickly check if its (exactly) equal to zero
[SharpDX] Transform Vector3 with Matrix3x3
[Toolit.Graphics]  Factorize code for fullscreen triangle in PrimitiveQuad
[Toolkit.Graphics] Add GeometricPrimitive.Plane uv factor for uv remapping
[Toolkit.Graphics] Add support for automatic ViewInverse in effect
[Toolkit.Graphics] Add support for rendering in WPF through a standard WinForm
[Toolkit.Graphics] Fix compilation issues on net20 platform
[Toolkit.Graphics] Fix compilation issues on net20 platform (bis)