Added support for more types within EffectMaterialReader
OK, I've tested the two following helper classes against all the platforms with the necessary #if's to unify all file and reflection requirements by the solution

* Utilities - FileHelpers.cs - built from all the references / code snippets for files used throughout the codebase in to a single class
Centralised helper classes for #1640
(Only changes that are included is a renamed GetFilename function and other minor changes suggested by @tomspillman)

* Utilities - ReflectionHelpers.cs - built from all the references / code snippets for reflection used throughout the codebase in to a single class

Note all code present in the classes come directly from implementations in the MG codebase.  No new additions added (unless is was for refactoring)

Next step is to replace current implementations (moved to these classes) in the MG codebase and get rid of a whole load of #ifs
Add an error for platforms that can't use Game.Exit()
Also include iOS
Route around calling main Game class' close method.
Implemented color to string converter methods. Without this method the pipelinetool can serialize a color type processor parameter.
For some reason Windows cannot build ADPCM anymore.
Reduced some of the exessive logging of repetitive information in texture processing.
We now clear the processor parameters if you try to change the processor.
Fixed clean to only clean.
Static analysis fix
Merge pull request #2491 from SickheadGames/pipeline_color

Pipeline Fixes
Fixed menus to update correctly for build state.
Menus now update based on project loading/build events.
Merge pull request #2493 from SickheadGames/pipeline_color

Pipeline GUI Menus
Keep from exiting during builds.
Added method for non-error message.
Set minimum window size.
The window can now be maximized.
Changed title to "MonoGame Pipeline".
Added icon.
Merge pull request #2494 from SickheadGames/pipeline_color

More Pipeline Fixes
Whoops.
Merge pull request #2489 from JamesLupiani/PortabilityAlert

Add an error for platforms that can't use Game.Exit()