0.7:
- added support for ID properties for scenes and materials.
- added support for terrain2.
- updated world format for cs 1.2.
- added support for lighter2 (new lighter2 toggle under run menu).
- added support for basemapgen tool (default for terrain objects now).
- made export options be saved with the map (like relight and so on).
- added great optimizations to genmesh export.
- added option to export to dir (direxport under world->paths).
- fixed warping portals.
- added lod support to genmesh.
- added support for several uv coordinate sets to genmesh.
- removed thing type (old thing will be exported as genmesh now).
- removed (obsolete) world properties:
	- thingstatic
	- defaulttype
	- metadata_file
	- lightmapcellsize
	- texturelib
- added new quest editor
- greatly improved the property class tab to provide access to most of cel.
- wip: make cache usable.
- wip: import world.
- wip: quest editor.

0.6 (08-05-07):
- fixed some bugs
- made genmesh default meshtype.

0.6pre7 (20-11-06):
- adapted for new particles.
- added export for empties with linked groups.
- added the possibility to export in blender background mode (without opening 
  blender).
- changed cel export to use celstart instead of bootstrap.
- added some new example behaviours
- added support for behaviours with cfg files (also changed all example 
  behaviours so now the have their key bindings in such cfg files).
- updated armature export so it uses the new format that allows up to 4 bones
  per vertex (so beware of meshes that have the old shaders assigned).
- added support for variable steps in renderloops.
- added support for extra ipos for objects (sequences property).
- added support for genmesh skeleton sockets.
- added initial support for curve objects.
- added support for converting factory libraries to binary format using docconv.
- added new log output mode when exporting.
- made terrain generate 24 bit heightmaps now.

0.6pre6:
- New metadata system in use, 
  this is a file called metadata.b2cs (residing in 
  blender text window) where material, world and sector settings are now saved.
  This deprecates the sectorsettings, worldsettings objects, as well as shader
  properties in objects.

- First import modules
  for thing (no uv), genmesh, spr3d (no anim), and particles.
 
- Library browser
  can already browse most libraries and worlds and import some stuff.

- Totally new overlay interface
  with following sections:
 * CrystalSpace related:
 - Info tab to view objects technical resume, or mass select objects.
 - Object tab for setting generic object properties.
 - Material tab to easily set shaders and handle materials.
 * Cel related:
 - Entity tab to set entity status.
 - PcClass tab to set pcclasses for an entity.
 - Template tab to set xml template and related properties.
 - Quest tab to assist in assigning quests and their variables to entities.
 - Behaviour tab to set behaviour related properties.
 - Trigger and Timer tab to set triggers and timers on entities.
 * World related:
 - Sector tab to easily handle sector properties.
 - World tab to easily handle world properties.
 - Export tab for general export options and buttons.
- Also the new interface is more robust against undo, can be opened in several
 windows and its activated state is remembered with the blend file (ie, you
 dont have to manually load b2cs except for the first time in each 3d window).a

- New Export Functionality
 - Added export of skeletons and animations for genmesh using new gmeshskelanim2
 plugin in cs.
 - Added export of type instmesh objects.

IMPORTANT BUGFIX:
- Annoying bug where world would not be correctly recreated if relight was off
  *fixed*. (stop growing and growing zip files). This also means for cel export
  you can use incremental/region export and cache sectors effectively.
- Genmesh export code has been reviewed so vertex will be correctly shared and new format is used that avoids specifying incorrect number of vertices :)

0.5.4 unreleased:
- CrystalSpace related:
 - New Type: particles. For particles type objects. This is the recommended
   way to do particle systems.
 - Added several texture properties (for3d, for2d, keepimage, nopts, alwaysanimate).
 - Added support to use images from libraries ('image_fromvfs' property).
 - Added support to import images from libraries to blender into library browser.
 - Added support for adding sounds as blender samples insted of in worldsettings.
- Cel related
 - New Type: Pcbillboard (see properties under "pcbillboard" in masstag).
 - Added support for SetCamera action in pcdefaultcamera and related props.
 - Added support for SetSpeed action in pcactormove camera and related props.
 - Added support for pcsoundsource property class properties.
 - Added support for pchover and pccraft and related example behaviours.
 - Added support for pcmechjoints. Now entity only mechanical structures can
   be exported.
 - Added "living" property to specify an entity should create and set it's own meshobj
   (and so can be killed by the physical layer).
 - Added "template" property to specify an entity should export all its info inside a template,
   and then used. If "entity" is not specified the entity template will be created but no entity
   added over it.
 - Added support for pcspawn and some properties (see "pcspawn" section in masstag).
- Tools
 - Added a viewer tool to see what properties an object has and set
   them using masstag as backend.

0.5.3 (17/02/06)
- CrystalSpace related:
 - Added back2front property for genmesh.
 - Added support to add special "sun" lights (very bright and far away).
 - Added support for special material ScatterSky to easen it's setup.
 - Added 'skysize' property for sky types. This makes the mesh VERY big.
 - Added 'shader_custom_ambient' so you can do special tricks with ambient.
 - Added 'cmir_cubemap' and 'alpha_cubemap' to be able to make user textures 
   as cubemaps (works the same as ref_cubemap).
 - Added seq_trigger: box and sphere
 - Added 'default_type' property to worldsettings to control the default type 
   (default is "thing", as always)
 - Added MapTo:EMIT as "tex glow" (will be used for parallax if present).
 - Added 'ambient' property to sectorsettings.
- CEL related:
 - Added support for the xml behaviour layer in cel.
 - Added xml boot script celstrap.xml (to be included with worlds).
 - Added actor behaviour actor.xml (example behaviour for actor).
 - Added 'pcprop*' properties to make adding pcproperties easier.
 - Added trigger_box type (works somehow like trigger_sphere type).
 - Added 'trigger_box' and 'trigger_cube' properties (work somehow like 
   trigger_sphere property).

0.5.2 (10/02/06)
- Massive infrastructure changes under the hood, now all properties, their 
  names, defaults and descriptions are located at b2cs/prop.py.
- Massive changes in masstag tool, to make it more useful and understandable.
   - big ui update to make it easier to understand.
   - now displays current value in object.
   - if not set defaults to default value in prop.py.
   - shows help on the properties.
   - allows selecting section related to current object.
   - added facilities for editing vector values.
- Massive changes in all tools uis to make the looks more consistent.
- Added TouchPickable quest for objects that can be picked up by monitor entity.
- Added texture_binary property to enable binary alpha on textures.
- Added queststate* property to set default state for a quest (old).
- Added seq_trigger property to control trigger type with sequences.
- Added seq_target to control mesh parameter on "onclick" trigger types.
- Made sequences work for children objects (it won't work correctly for 
  complicate cases though, but some nice things can be done).
- Added factoryonly property to make an object export only its factory
- Added foliage module. To set an object as foliage set foliage property to
  some other object (should be a terrain). See more properties in masstag.
- Added terrain (std_rloop_terrain) as renderloop option.
- Added terrain_fixed_lighting property to force fixed lighting on terrain.
- Added terrain_basemap_post, terrain_normalmap_post and terrain_heightmap_post
  to allow applying an effect to generated images.
- Added the functionality to generate normalmap for terrain, scattering shaders
  and assigning normalmaps for splats using COL and NOR MapTo flags (as you'd
  do for a multi-material normalmapped object).
- Added pcbillboard type and a bunch of related properties to add billboards to
  cel games.

0.5.1 (02/01/06):
- Solid CEL export mode
- Physics support for cel and cs export
- Remade MassTag tool to allow many more properties
- Added copy paste properties tool to MassTag
- Added emit and fire types
- Added REF MapTo property for setting reflectsphere shaders
- Now python scripting is integrated and the exporter can use scripts 
  and xml templates from .blend files, as well as from a user defined path.
- Added joint support to physics support
- Added twoside for genmesh and thing
- Added SPEC MapTo property for setting heightmap in shaders
- Added parallax shader export if textures with SPEC and NOR ar set (heightmap and specularmap)
- Added CSP MapTo property for setting water shader
- Added support for several materials in genmesh
- Added a system for assigning user defined shaders to objects by using the "shader" property. Shaders can also be packed inside blender file or zipped into world as for python scripts.
- Added CMIR and ALPHA MapTo properties for setting user defined textures for shaders
- Added 'player' property as a shortcut for defining the cel player. this is now the preferred method (it will set the name for the entity to camera, add pcdefault camera, and pccommandinput).
- Now MassTag tool creates or selects the sectorsettings and worldsettings object if necessary when assigning sector: properties.
- Changed the export system for genmesh and thing factories, as this is were most time was spent. Now they are exported to separated files by the fastest method that could be devised :). Also this will make memory footprint much lower. In big maps the new method seems to work fastest than blend2cs now. An example map with 500K vertices (350k faces) for example took more than 5 min on blend2cs and 2.5 min on b2cs. 
- Also made the export system leave less cruft in the temporary folder.
- Made the export system a bit more intelligent with genmesh and thing factories. Now the factory will also be shared if all instances have the same size, not just size 1,1,1.
- Made the exporter actually generate compressed zipfiles, as this was not the case. A small error that cost hundred of megabytes.
- Added spr3d support.
- Added pcclass*, pcvar*, questvar* and tplvar* properties for cel entities for adding generic property clasess, property class variables, quest variables and template variables. This can all be multiple (ie, the * can be any pattern)
- Added farplane property for cameras to set the farplane distance
- Added fov property for worldsettings to pass -fov parameter to cs apps.
- Added functionality to backup export dir, file and textures path to worldsettings so you don't have to set it every time.
- Added color property to genmeshes to set base colour for the mesh.
- Added support for zones and regions and changed incremental to region mode.
- Added four little buttons to interface:
  -"w":select worldsettings
  -"s":select sectorsettings from current sector
  -"p":select based on property on current sector
  -"t":select based on type on current sector
- Added compress property for genmesh.
- Updated all examples in webpage.

0.4 (20/06/05):
- Finished and nice DONE
- Export: Cal3d DONE (only includes meshfact and meshobj)
- Export: Terrain DONE
- Export: Spr2d DONE
- Export: rain and snow DONE
- Export: ball and sky DONE
- Export: meshobj and meshref DONE
- Light halos DONE
- Object properties and params DONE (object browser + many tools)
- Windows compatibility DONE? (must test more)
- Support for hierachical meshes DONE
- Support for local and global renderloops DONE
- New Tools: MassTag, MassSelect, Cal3dTool, LightTool, RenderloopTool, PortalMaker DONE
- New Status window with logs DONE
- New Object Property Browser capable of working alone or integrated into blender2crystal DONE
- Basic support for cel DONE

