0.1.3:  * New Client UI : MessageView, ScrollWidget, etc...

	* New Light system : lights can now be changed in the world.cfg file (or in
	  the world-misc.cfg file, which is needed if you plan to use the worlded since
	  it does not currently export lights).

	* Added lua bindings for the light system. Also added lua bindings for other things
	  such as fog, time of day, etc etc.

	* The skybox now displays stars during the night ; the Light is set according to the
	  sky "ambient map".

	* Internationalisation : most of the work is done in the Lua code ; Config files with a 
	  .cfg.LANG extension (where LANG is the two letter country code) are now loaded after 
	  the .cfg config file if they exist.

0.1.2:  * Added an animated skybox.

	* Lots of bugfixes.

	* Animated models are now working properly. That is : you can have several animated 
	  sequences, which can be shared between models (provided they have the same skeleton). 
	  The exporters are working well too.

0.1.1:	* The Win32 port is now working.

	* There is now a module system in Ark, which makes it a bit more lightweight
	  (the client can only load the WorldUpdater it needs, utils do not need to
	  link with all libraries, etc).

	* Corrected two very important memory leaks (with fonts and the cache system).

0.1.0:  * An incredible lot of changes, most of which I cant remember. We 
          should have done more regular releases.

	* Replaced the JS bindings with Lua bindings, this is more lightweight
          and quite more stable.

	* Reworked the terrain renderer from scratch, it is now a simple quadtree
	  based polygon pusher.

	* Added a client/server interface. Now the Engine is a kind of WorldUpdater,
	  and the client can choose to use it (single player) or the RemoteUpdater
	  (which connects to a server with a WorldUpdater) to play multiplayer games.

0.0.4:
	* Added a collision-detection library, and implemented the basis of
	  CD in the project. Collisions are detected, but as for yet there is
	  no reaction :-/

	* Added raytracing (this is a bit related to the collision stuff), now
	  it is possible to now if and where a ray intersects with the world
	  geometry.

	* The renderer interface and the opengl implementation now have
	  bllending and multitexturing capabilities, they are TnL-friendly
	  (ie the models and world geometry now uses vertex buffers).

	* Enhanced the javascript bindings, it is now possible to create
	  speaking NPCs, this is quite useful to make a RPG =)

0.0.3:
	* Big cleanup of the code, a lot of documentation has been added to the
	  header files. I'm now using Doxygen to generate html source
	  documentation (javadoc-style comments).

	* Added an abstract renderer interface, with an opengl implementation,
	  so that converting the project to another rendering engine (ie DX)
	  should be quite straightforward.

	* Skeletal animation now works, I can load Halflife MDL files and
	  display them.

	* I've rewritten the client from scratch, it can now contain a built-in
	  server (this way the client and server can share the world geometry
	  in single-player mode).

0.0.2:
	* Rewritten a big part of the engine, and merged all the previous
	  small components (Ark, ArkNet, Ark3D) in the Ark library. The world
	  is now an abstract interface : adding new world types, such as BSPs
	  for indoor rendering will be as easy as creating collision,
	  pathfinding and rendering functions for this type of world.

	* Added a fast pathfinder based on the A* algorithm, but working on a
	  graph constructed as a quadtree to simplify the world geometry (ie
	  not 1024x1024 nodes, but instead something such as 5000-10000).

	* Javascript can now be used as a script language for artificial
	  intelligence (AI) on the server side, event handlers can be bound to
	  entities, for collision, timers, if the entity is attacked, or if it
	  has reached its goal.

	* The view culling has been enhanced, and now the terrain renderer is
	  a bit faster. Models with skeletal animation have been implemented
	 (have a look at the Test directory), but they still need to be
	  ported to the engine.
