Content compression support
Adds support for content compression using LZMA from the 7-Zip SDK that handily comes with a C# version.
Replace LZMA with LZ4 from http://lz4net.codeplex.com/
Move LZ4Codec to only be used for compression, use Lz4DecoderStream from https://github.com/pdjonov/Lz4Stream for decompression so we don't need a big memory buffer.
Merge of @danzel's LZ4 content compression.
Uncomment loading of raw assets.  Soon.  Very soon.
Merge branch 'develop' of https://github.com/mono/MonoGame into content-compression
Fix LZ4 decompression on Windows 8.
Lz4DecoderStream: Replace Close() override with Dispose(bool) override as Close() is not supported in .NET 4.5 Core.  Dispose(bool) is supported everywhere.
ContentManager: Use a byte[] for LZ4 decompression as MemoryStream.GetBuffer() is not supported in .NET 4.5 Core.  Creating a MemoryStream with a byte[] shares the same buffer, so it is no more expensive.
Added support for the Compress property in project properties in the Pipeline tool.
Added an optional OnError callback to CommandLineParser so errors opening a MGCB file can be listed without showing usage information.
Fixed a typo in IController: ProjectDiry -> ProjectDirty.
Added IController.View. Used by PipelineProjectParser to access IView.AppendOutput from a controller in the CommandLineParser.OnError event handler.
Added dummy CommandLineParameter properties for /rebuild and /clean so they don't cause errors loading a MGCB file that contain them.
Merge pull request #2775 from KonajuGames/content-compression

Content compression support