ToeTag 1.0

Bugs Fixed  :(
==========

- "Subtraction" was disabled on the "Brush" menu (huh hu hu).

- Changed the timing of the internal pause wait time for the thread.  This
  caused some instabilities if routines went about their business and
  the thread was still running.

- When the camera movement is set to "inverted", the "A" and "Z" keys did
  not respond as expected when moving the camera or moving items along
  the "Z" axis.

Features Added  :)
==============

- I changed it so all the hidden and non-visible items are removed completely
  from the rendering loop.  This makes working on large maps the same speed as
  working on small maps, after you hide or view just certain brushes/entities.

- Added a color setting for the connecting lines that show script connections.

- Changed the selection rectangle back into a dashed outline.  This was
  necessary to accomodate a small change in the rendering thread code.

- Added a scaling option to the brush menu.  You can specify a scaling
  percentage and whether or not you want to scale "as a group".  This allows
  the entities in the selection to move right along with the brushes as they
  get larger or smaller.

- Keyboard shortcuts added:
	"Shift+S"	- Brush scaling
	"Shift+G"	- Go to coordinate (see below)

- Changed it so that the entities display in the QUAKED colors dictated
  by the .QC source files.  I figured this was better than my making them
  all green or making up colors of my own ... we'll just use what
  id uses.

- Added a feature where you can select a bunch of light entities and adjust
  their light levels by a fixed amount or by a percentage.  This is great for
  lowering the light in an area by 10% and not having to hand edit every entity
  This is found on the "entity" menu.  NOTE : To adjust the light level up
  by 10%, don't enter 10 into the dialog.  Enter 110 so the light becomes 110%
  of it's current value.  Conversely, enter 90% to lower it by 10%.

- You can specify a coordinate and have the editor highlight it for you with
  a pulsating red crosshair.  When entering the coordinate you must tell the
  editor if the coordinate is a Quake coordinate or not.  If the coordinate
  you want to "Go To" is one you got from Quake, then make sure the appropriate
  checkbox is on.

- Import PTS file.  You can import the PTS file that QBSP generates and view
  it inside the editor.  You can specify how many points to skip and how many
  to import.  It shows you the exact same path that Quake shows you when you
  type "pointfile" at the console.

- Pattern matching texture browser.  There is now an edit control inside the
  full texture browser window.  If you type something into it and wait 1/2
  a second, the window will reload itself with just textures whose names match
  the pattern you entered.  For example, if you enter "light" and wait the
  window will reload itself with all textures where "light" appears somewhere
  in the name.
