0.4.1:
	Fixed a bug that was causing wonkiness(including memory corruption) if more than 8 clients(who would be lurkers, of course :b) connected to a single game
	instance.

	Fixed a crash if >= 2 players disconnected from the same game at almost the exact same time(within the same
	~16ms window, typically).

	Fixed a nasty design flaw in the software send queue code that effectively made it useless and broken(which could break netplay for connected clients
	when a largeish save state is transferred, and/or on operating systems with very small send queues in their TCP/IP stacks).

	IPv6 is now available by uncommenting "#define MDFNSERVER_IPV6" in mednafen-server.cpp.  In the future, the IPv6 sockets API will be used automatically
	if it's available and networking stack/kernel support for IPv6 is detected.  
	Of course, Mednafen itself doesn't support IPv6 through SDL_net or otherwise yet. ;)

0.4.0-2010-02-01:
	Added -Wall to CPPFLAGS, and fixed various code issues causing warnings.

        Fixed the detection code for an incomplete configuration file.

	Fixed a few argument size issues for informational printf() statements on 64-bit platforms.

	Moved Time64() to time64.c, and added code to use clock_gettime() with a monotonic clock source
	if available, instead of gettimeofday().

	autotoolized the build process.

	Changed the default maximum number of clients in standard.conf to 50.

	Reduced the maximum nickname length in bytes to 150, from 300.

	Fixed a nasty old bug that would cause the server to use an uninitialized game entry
	if the connecting client's game ID(MD5 hash) were all zeroes.

	The version is now printed on startup.

0.3.0:  Removed support for the old protocol revision(FCE Ultra and Mednafen < 0.5.0).

        Protocol revision for Mednafen 0.7.0:
                Added support for emulator-selectable input device types.
                Implemented nickname changing.

        Fixed a few memory leaks.

        if SOL_TCP isn't defined, it will be defined to IPPROTO_TCP

0.2.2:  sin_family is now set properly in the sockaddr_in structure passed to bind(), fixing
        a startup error under Cygwin, and probably most UN*Xes.

0.2.1:  Fixed a flaw in the implementation of joystick merging in 0.2.0 that led to race conditions.

0.2.0:  Updated to support the protocol used by Mednafen 0.5.0, which primarily moves text formatting
        for player text messages to the client side, and adds support for more than 4 players
        per game(5 player PC Engine Bomberman, woohoo) on systems that support it.

0.1.0:
        Added an internal send queue, specifically to work with games
        that have very large save states.

        The game's FPS can now be specified by the client.

0.0.2:  Switched to using fcntl() to set the socket to nonblocking, so I
        don't need to use MSG_NOWAIT in send() anymore, which is undefined
        under Cygwin.

        Added a "clean" Makefile target.

0.0.1:  First Release

