Merge pull request #2072 from nkast/tnc_Matrix_CreateShadow

Implementation of Matrix.CreateShadow(...)
Merge remote-tracking branch 'upstream/develop' into nKast_DrawableGameComponent_GraphicsDevice
Merge remote-tracking branch 'upstream/develop' into tnc_Fix_VertexBuffer_GetData
Merge remote-tracking branch 'upstream/develop' into tnc_Rename_SwapChainBackgroundPanel
Added support for getting the latest built iOS assemblies from a mac build job
added event handing when window nor active to allow runtime to suspend app
Merge pull request #2084 from borrillis/win8_suspend

Win8 suspend
Correctly set the ProductID to a new GUID
The ProductID in WMAppManifest.xml was explicitly set, resulting in deployment overwriting previously deployed apps.
Merge pull request #2085 from KonajuGames/wp8-productid

Correctly set the ProductID to a new GUID
Merge pull request #2077 from dellis1972/develop

Added support for getting the latest built iOS assemblies from a mac build job
Fixed Texture2D.GetData() when a rectangle is given.
Make SpriteBatch.DrawString() an atomic operation.

Basically, if SpriteSortMode is "Immediate", only flush after
an entire SpriteFont.DrawInto() call, not after each character.

Reduces number of draw calls by ~90% in some text-heavy scenes,
without (as far as I can tell) diverging from the Xna spec. Doesn't
seem to break anything in the MonoGame tests, either!
Updated binaries releases. they now function as expected (once hidden grmlins in NuGet docs were found)
Add braces to ProductID in WP8 template
Merge pull request #2090 from KonajuGames/wp8-productid-braces

Add braces to ProductID in WP8 template
Merge pull request #2025 from DDReaper/NuGetPackager

Nuget packager
Added ScissorRectangle reset after render target change
Make Texture2D.Reload(Stream) public -- again

Someone already did this in a previous commit ( https://github.com/mono/MonoGame/commit/06f6c2fe65201fd3552af1261711af07fbc51cf3 ) but I think it inadvertently got lost in a merge...
I'm not sure why nobody missed it, but my team and I are using this method on Android, to recover from the GraphicsDevice.DeviceReset event. To quote the original commit message:

"The ContentManager class handles texture reloading of all its loaded textures, but if you're using Texture2D.FromStream() to load textures, this change will allow you to reload them without updating their references everywhere."
Merge pull request #2093 from kfazi/scissor_issue

Added ScissorRectangle reset after render target change
Merge pull request #2087 from sulix/spritefont-fix

Make SpriteBatch.DrawString() an atomic operation.