Version 0.911b - Jaimi McEntire
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 Updated AQM loader/saver to keep skin palettes. This necessitated a file structure change.
    AQM files from this version cannot be loaded into older versions.
 Fixed bug in ASC frame output.
 Fixed DIBS to default to Q2 palette.

Version 0.91b - Jaimi McEntire
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 Add support for multiple palettes.
 Skins load from same directory as .MD2 file.
 Importing a skin will now add a new skin if one does not exist.
 Fixed bug in rasterizer where it could get an exception.
 Added dropdown for animations, so you can choose the animations to play. (still has issues)

Version 0.9b - Phillip Martin
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This is just a short text on the new stuff I put in. It is most likely not complete, and it may include things already there

Added in aliging. Good for VWeps. (see below for short instructions)
Fixed Drawing of triangle when being drawn
Made directories stick for the life of the program. There is one directory kept for the models and skins, and another kept for any imported/exported meshes.
Fixed a fairly large error in the Texture drawing. May solve a large amount of the errors people have been getting
And some other stuff

Aligning function

The button for this is onthe Bones menu, only because it had the most space free.

To use it, do the following:

Select the faces that you wish to align, using face mode. Pick a frame, and move those faces to the required lcoation. Go to vertex mode, and pick four vertices. These will be the reference points used to calculate the new position. Keep these four verts as far away from each other as possible. If you are applying this to a .md2, there will be a loss of accuracy in the verts, thus distorting the object when positioned. Goto the bones panel, and push align.

This is not undo-able


