* Check for existing layer name
Added check for an existing layer by name before adding new layer. If layer name already exists, a descriptive exception is thrown instead of the generic ArgumentException.
* Update TiledMap.cs
* mostly restored the tiled importer unit tests
* code cleanup
* code cleanup
* almost got tiled maps serialization independent of the content pipeline
* refactored the tiled map content importer so that tiled maps can be loaded at runtime
* code cleanup
* removed nuspec files
* experimenting with an XML based GUI markup parser
* a few more markup parser features
* finally got a working open file dialog
* experimenting with markup bindings
* attached properties
* working on the gui stuff again
* working on a better textbox
* multiline textboxing
* new text box is really coming along
* removed the content explorer experiment
* restored the old gui demo back to the way it was before (for now)
* Change from storing layers by index to Dictionary key
Models are now stored with the `TiledMapLayer` they are part of.
* Allow render calls via TiledMapLayer
* Add TiledMapGroupLayer and model build recursion for groups
* Add rendering support for TiledMapGroupLayer
* Update TiledMapReader to read TiledMapGroupLayers
* Update Features Demo to Include a Map with a Layer Group
* Update TiledMapWriter and TiledMapProcessor to Support Groups
* Update TiledMap to Report Layers Correctly
Added the remaining features of the .TMX Tiled Map format. Removed the parts of the format which aren't needed for rendering, like `TiledMapTerrainContent`. Terrains and the newer WangSets are only used in constructing a map, not for rendering. Added exception throws for non-implemented parts of the format.
Added the ability to load files with groups. Rendering system still doesn't understand layer groups yet, so this allows groups to be initially loaded, but the sub layers of the group are extracted to the layer root, things like offsets for the group are applied directly to the sub layers, and the groups themselves are removed.
`FirstGlobalIdentifier` is only used with the map to reference the tileset which contains the tile referenced. It isn't really part of the definition of a `TiledMapTileset` even though the `.TMX` format includes it with the `<tileset>` tag
Pulled out the methods for writing and reading the content files for tilesets into their own classes to allow loading tilesets independently from the maps.
Changed the reference of tileset textures so the `Texture2DContent` isn't referenced, but built into the file as tilesets don't reference the same texture more than once.
Adds the `Content` field to `TiledMapImageContent` to reference the `Texture2DContent` instead of manually loading the content with the `ContentManager`.
When I released #480 to fix some texture alignment issues, I failed to check the variable types for the math being done. With my original fix by removing the `+ 0.5f` overdraw, the math changed from `float` division to `int` division. I'm now recasting for `float` division as it should be!
My bad!!
* 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