* started refactoring for gui windows
* a bit more work on gui windows
* fixed some bugs and broken build stuff
* fixed some bugs in gui controls
* a little code cleanup
* got gui dialogs positioning and experimenting with named styles by type
* apply control styles directly in the constructor of controls
* got everything compiling again
* all gui controls have skinnable constructors
* rework uniform grid desired size calculations
* turns out gui layouts are complicated
* include pdb files in nuget packages
* fixed a bug in find nearest glyph
* custom control styling
* added a range constructor overload that takes one value
* rethinking control desired size behaviour
* made particle emitters more editable at runtime
* moved the auto trigger code to the particle effect instead of the emitters
* tweaks
* changed the particle modifer interface to an abstract base with an optional name
* changed the particle modifer interface to an abstract base with an optional name
* an attempt at creating a gui combo box
* rolled back the nested control experiment
* pretty good (but not perfect) combo boxes
* tweaks
* name property bindings on lists
* removed and cleaned up the hacks from the gui combo box
* minor combo box styling tweaks
* minor bug fix in gui combo box
* experiments with data binding
* fixed a mistake on the texture region service interface
* working on the ability to serialize particles
* finished particle serialization
* more robust range deserialization
* added editor browable attributes
* fixed some broken demos
* made the particle modifiers editable at runtime
* fixed some issues with particle serialization
* fixed some issues with interpolators
* Fixed calculation of x and y radius for ellipse and removing TiledObject.Points in favor of using TiledObject.Shape
* Don't try to rebuild dynamic details when a map isn't loaded
* Render tile objects in object layers and obey tileset transparency color
* Added alpha color tileset to level04.tmx
* Fixed unit test and added missing test
* Made drawing of object layers configurable
* Fixed references to missing files after merge
* Fixed another duplicate file reference
* Replacing everything with var
* Only draw tiles that actually exist for each tileset/layer combination
* Set baseVertex and startIndex based on the number of draw calls and tiles per call
* First commit of separate map renderer code
* Only override on mono (linux)... not sure why this is needed, will look into later
* Updated test data for unittest
* Fixed layer transparency not working
* Couple of small changes
* Initial commit of separate Tiled rendering code
* Fixed bug causing last tile of each group not to draw
* Adding unit tests for FullMapRenderer and TiledTileset
* Fixed depth calculation bug when a map consists of only one layer
* Added level05.tmx to test isometric left-up rendering
So this time, everything is fixed and actually tested: The tilemap demo
works just fine (apart from Game.Exit() being obsolete). Those
objectgroups are now available in their respective TileSetTiles as seen
in this screenshot: http://screencast.com/t/YvdCmQoUcd