earlier - Alot of things. One of these days I will try and list everything I did before I 
	  started keeping track.  

3/30/08 - Added rudementary Brush Primitives. Code taken from Q3Radiant so "Sphere" is buggy 
	  and "Torus is absent. Will look into it later.


4/01/08 - Added Cubic Clipping in Camera View. Same commands as Radiant. (Ctrl+] = zoom in,
	  Ctrl+[ = zoom out with toolbar and menu toggle)


4/06/08 - Added Single Selection Cycling (Shift+Alt+LMB). Code from Q3Radiant but hacked to
	  function properly. It works but should be rewritten, in my opinion.


4/27/08 - Changed all Scrollbar buttons in Dialogs to proper Spinner Controls.
	  
	  Changed the simple toolbar into the more pleasant Rebar with individual bands.
	  
	  Added "Add Key", "Create" and "Color" buttons to the Entity Window.
	  
	  Changed the "key""value" Edit Boxes in the Entity Window to RichEdit so you can
   	  now easily mouse select and insert text.
	  
	  Added a TrackBar to the toolbar to handle Mouse movement speed for camera window.
	  
	  Changed Viewname Text in XY Window to a more intuitive and pleasant looking
          Colored XYZ Angle. 


5/03/08 - Added Map Info and Entity Info dialogs. (same as Radiant's dialogs)


5/07/08 - Added Light Radius in XY view. It uses the entity's "light" value as the radius. 
          id's light utility uses, I believe, linear falloff so it is accurate but thirdparty
	  utils that use inverse-square or other calculation may not be.
		
	  Added Map Boundry Box in Camera View similar to UnrealEd's.
	
	  Added 3D color-coded Axis in Camera View.

	  Added Color Themes. Will continue to add options as I find out what colors popular 
	  3D programs use.

	  Added Reset Scale command to reset Texture Window scale back to zero quickly

	  
5/15/08 - Added Q3Radiant-style Face Splitting during Vertex Editing. 
	  
	  Added Preferences Dialog. Will continue to add options to it as they are implemented.
	  Removed Gamma Dialog as it is now controlled by trackbar in Prefs.

	  Added Test Map command to run current map in Quake with cmdline options set in Prefs Dlg.

	  Added Center on Selection command. Centers all views on last selected item if multiple items
	  are selected.

	  Added Select All and Select All Type commands. Select All Type selects all of last selected
	  type.

	  Added Grid 256 command and filtered grid lines according to grid size. Also grid coords
	  are filtered as XY view is zoomed out to prevent overlapping and unreadable coords.

	  Added Help Topics... command to load a help file that I will eventually(hopefully) compile.

	  Added the ability to create a new project file at startup if none is found.

	  Went through code and did alot of cleaning and orginizing. 


5/21/08 - Added Q3Radiant-style Prefab import/export and Export Selection to .map file and import
	  .map file.

	  Fixed problem with sphere command. Just changed some float variables to double and it 
	  works perfect. I've never been able to get Radiant's or this one to work on my laptop
	  and I can't remember if it used to work on my desktop PC but I've never read about anyone 
	  complaining so it may be a cpu issue. I changed the variables in Q3Radiant and now that 
	  works as well. Who knows...

	  Changed around XY and Z grid drawing so coordinates and axis icons are drawn last and on top.

	  Added 'New Project' command along with 'Load Last Project' toggle in Preferences.
	  
6/5/08 -  Added Brush Scaling w/ appropriate toolbar buttons, menu commands and dialog.
	  So now cones and spheres can be sized without deformation, but like 
	  Radiant's, Free scaling w/ mouse doesn't align to grid although still very useful in 
	  certain situations.

6/6/08 -  Implemented Radiant's Undo/Redo handling. It works for most common brush manipulation 
	  functions but I will continue to add to it and work on making it more stable and useable
	  for other commands. Unfortunately, like Radiant, undoing the deletion of muliple entities
	  is causes all entities except the first (first in list, I believe) to become world entites.

6/8/08 -  Implemented Cut/Copy/Paste. Sadly, it does NOT use the clipboard, but I do plan on switching
	  over to it later. Without MFC, clipboard handling is, from what I read, a complicated pain
	  in the ass. Especially shen using custom data formats.

6/14/08 - Implemented Multiple Face Selection. Uses a managed array of face_t pointers. Works similar
	  to Q3Radiant. May look into doing it via linked list instead to lessen the memory load. The
	  array uses 256kb at all times, not a big deal nowadays but I like to be efficient. Also
	  added Select Matching Textures command to select all faces with matching texture (duh).
	  It uses the first selected face's texture as references or currently selected texture if
	  no faces are selected. I originally wanted to have both faces & brushes able to be selected
	  simultaneously but it causes too many problems when editing & manipulating.

6/16/08 - Added Transparency for Editor Textures(clip, trigger) and water textures(any starting with
	   *). Still needs work but my GL knowledge is limited.

6/26/08 - Changed the way wads are loaded and assigned to "worldspawn". Now only wads listed in 
	  "Default Wads" in Preferences are assigned to worldspawn automatically and all wads in 
	  "Texture Directory" are loadable through the menu.

	  Added Radiant Free Rotate Pivot. Very helpful when rotating multiple objects.

	  Fixed alot of Undo/Redo Problems. Almost all necessary commands are undoable. Only Clone is 
	  buggy when it comes to multiple entities. Q3Radiant is the same way so I'll leave it for now 
	  and come back to it later.
	  later

7/18/08 - Added Float Precision for brushes. Toggle via preferences option. When checked brushes are
	  written to the map file as floats instead of integers for more precise vertex positioning on
	  oddly angled/shaped brush faces. 

7/20/08 - Implemented New toolbar loaded with a bunch more commands.

7/26/08 - No Clamp is now turned on when loading a map or prefab so brushes/vertices do become 
	  screwed up.

8/11/08 - Multiple Orthagraphic Views are now implemented but not complete. There are still 
	  features I need/want to add that compliment that setup. (e.g. Templates for window
	  positions, etc.)

	  Quickly added mousewheel support. As of now it is just used for Orthagraphic zooming
	  but I plan on using it for many other things that would benefit from it.

8/12/08 - Fixed XY Regioning so now when in XZ or YZ views it'll region the respective view. 
	  Also enabled Regioning for the individual XZ & YZ Views. Menu Command is disabled
	  when views are not in use. 

	  Added Checks to the Menu Commands for windo toggling to show what windows are in use.

8/16/08 - Changed the way mousewheel handling work. I now only requires the mouse to be over the 
	  window instead of needing the window to be active. Also included scrolling for the
	  Texture Window.

	  Finally fixed cloning only offsetting based on XY view. So now it offsets correctly
	  in XZ and YZ views as well as which view currently used for the XY window.


8/21/08 - Creating point entities though context menu now uses d_v3WorkMax as the "other" coord
	  instead of 0.

	  Entity inspector now updates when entites are cloned/copied and created through context
	  menu.
	
 	  Cloning entites no longer removes the "target", "targetname" key/values. My theory is 
	  when Quake was made, pathlines would remain off mostly due to performance issues with
	  95/96 pc's, so to be safe when cloning they removed those keys.

	  Changed shortcut keys so that you can use capitalized letters in entity fields. Still 
	  need to fix this issue correctly so you can Cut/Copy/Paste text as well.

	  Fixed an issue with the Key/Value pairs listbox where they would sometimes not line up.
	  This was due to the fact that id simple used tabs so line them (one tab for words over
	  eight characters and 2 for less than). I changed the tabstop to 96 characters so unless
	  you use a keyname that is that long, everything should look nice.

	  Changed the increment amounts for Surface Inspector and Brush rotation to be more
	  intuitive (at necros' request). Now it works like default=medium;Shift=large;
	  Ctrl=small. Scaling will stay the same as it is because default it 1 and scaling
	  at other values throws the brush off grid.
	  
8/22/08 - Standard text editing shortcuts now work in the Entity/Console windows. I don't really 
	  like the way I solved it but it works.
	  
	  Increased the maximum loadable wad amount from 32 to 64. The max that will show up in
	  the menu is still 128. I may increase the loadable amount to 128 as well but for now
	  64 is fine.

	  Editor now prompts the user if a bad texture name is found when saving after undoing
	  manipulations involving multiple entity types. It also assigns the editor's default 
	  texture so the map will no longer be corrupted and lists the brushes (by thei number)
	  in the console for easy finding. I still need to find and fix the core problem but at
	  least this is better than Q3Radiant which doesn't inform of which brush.

8/25/08 - Quickly fixed a small bug where selecting with a brush wouldn't work correctly for XZ/YZ
	  windows. I just forgot to add the needed checks for which window has focus.

8/26/08 - Brushes now remain selected when ungrouped. Feature requested by necros.

	  Added Quick Move ability. Alt+LMB will move the selection to cursor.

8/31/08 - When Show Names is toggled on, lights now display their "style" # if defined.

	  
	  
9/01/08 - Added ability to define default texture scale. Command is in the Texture menu which opens
	  a dialog. This is very useful when using higher res textures (e.g. Quake 3 or Unreal 
	  textures) as the need to be scaled down to look correct in Quake. This is similar to 
	  Q3R/GtkR's "Hi Color Textures" command but completely customizable.

9/02/08 - Fixed a bug (not really a bug, it just wasn't programed to handle this) where if you
	  created a point entity and the manually changed the classname to a brush entity, when 
	  loaded the entity would not show up. Reason is qe3 gets the bounds for the point ent 
	  brush from it's declaration in the *.qc file. So I defined a default size when an entity's
	  found that has an "origin" key but no defined mins/maxs. This works fine but I need to 
	  make sure that a brush entity would never have an origin defined else I'll have to change
	  the check to something else. 

9/07/08 - Fixed an annoyance where Hidden/Filtered/Regioned off brushes would still have their 
	  target/targetname path lines drawn. Now if either end of the path is hidden, filtered, etc. 
	  the path line will not be drawn.

	  Had to change "Quick Move" command to Ctrl+Alt+LMB because it interfered with "Single Selection
	  cycling".
	  
9/09/08 - Point Entities can now be moved even if the cursor is not directly over it (e.g. Radiant). 
	  Only required a line to be commented out.

	  Fixed a bug where copied/cloned lights would have their radius drawn at 0, 0, 0. I now use the
	  brushes center point instead of the entities origin.

9/11/08 - Added new command "Insert Brush". This allows you to insert brushes into an already grouped 
	  brush entity. This command also allows you to reorder a brush entity depending on which brush
	  is selected first by using Alt+Tab to cycle through the brushes or by deselecting the brushes
	  you don't want to be first. All epairs remain intact.

9/12/08 - Finally added selectable window position templates and proper default positioning that's 
	  based on screen size. Commands are located in the new "Window" menu. There are, as of now,
	  10 different templates. QE3 default and Reverse, 8 - 4 window setups (w/ or w/o Z and different
	  Cam window position and all of those again but full screen), and 4 - 2 Window setups (Cam top/XY Bottom, Cam bottom/XY Top, Cam Left/XY 
	  Right, Cam Right/XY Left) all include Z window.

	  Z icon no longer draws in XY window if the Z window is toggled off.

9/14/08 - Whether Rebar Bands are toggled on or off is now saved. Still need to save thier positions.
	  