1.2
- The package now includes a changelog.
- Fixed compatibility with some .g1m of FieldEditor4.rdb that used older versions of G1MF chunk, as well as compatibility with the ancient g1m files of system.rdb
- Theoretical compatibility with Atelier Ryza and OPPW4 (only the parser/save code and the xml tool have been tested and validated, that usually means the other tools will work too) (Note: this only applies to g1m, not to g1a)
- Theoretical compatibility with .g1m that use platforms other than PC/DX11. (Only tested in the ancient .g1m of system.rdb, which for whatever reason have DX9 as platform) Note: only little endian platforms are supported.
- g1m_hide wasn't updated in 1.1, and as result, it couldn't handle SNK_HAIR_001.g1m (now it does)
- Multiple changes to the .g1m.xml format (Note: the new format is not compatible with that of the previous version, and viceversa). Some of the most relevant:
  * Several previously unknown values in <G1MF> now have name, and they are also auto-calculated by the program when auto=true.
  * "num_ib" field in <G1MF> renamed as "num_layout_refs" as some unusual files of OPPW4 have proved that this is actually the real meaning of the field.
  * The data in MaterialAttributes is now presented in a better fashion, and the param that had the size is omitted now, as it can be calculated by the program.
  * NUNO/NUNV sections are now parsed, instead of just writing the binary.
  * Several fields in <Submesh> have been renamed. "U_00" has been remamed as "Flags" (and now defautls to being printed in hexadecimal), "U_0C" has been renamed as "Matpalid", 
    "Material" renamed to "Attribute", "Texture" renamed to "Material" (sorry if this causes confusion)
  * MeshesSection is now divided in LodGroups before being divided in meshes (in DOA6, there is only one LodGroup, but this is for compatibility with other games).
  * Count1 and Count2 in Meshes section can now be auto-calculated by the program when auto = "true" in the MeshesSection (default in most files). When auto = true, the modder can forget about Count1 and Count2, and the program will also reorder meshes if needed.
  * Other changes in <Mesh>: "Type" has been renamed as "Shader", and the program will know print as comment the name of the shader that matches the hash. 
    Previous named field "U_10" has been splitted into "Type" and "U_12", where "Type" will now use constants instead of number (like "normal", "soft", "physics1", etc)
    "Nun_ID" renamed as "External_Section_ID", as it is more accurate (e.g., for "soft" meshes, the ID is the one used in SOFT section, instead of NUNO/NUNV)
  * There are probably some other changes in the .xml that I forgot to put in the list.

1.1
- Added new tool: g1m_xml.exe, to convert .g1m to .g1m.xml and viceversa.
- The correction of singularities in g1a2fbx is now done by FBXSDK code, instead of my code (should be more accurate)
- Fixed compatibility with SNK_HAIR_001.g1m
- face.oid and hair.oid are now included as well (these files will make bones of face and hair have names). 

1.0
- Added fbx2g1a tool 
- g1a2fbx: the program will now ask if you want to "correct singularities". If enabled, this corrects, in some cases, those animations that do weird things in fbx format (like leg doing almost a 360 degrees rotation, etc).
- g1a2fbx: it will now insert a final keyframe between the previous final keyframe and "end of animation".  (previous version of g1a2fbx would eat the final time) 

0.9
- Added preliminar version of g1a2fbx. 

0.8
- Bugfix: g1m_import wouldn't properly import some g1m files with 32 bits indexes.
- Bugfix: if, as a result of g1m_import internal operations, the index size is not enough to hold all vertices, g1m_import will automatically increase it (from 8 to 16 bits, or from 16 to 32 bits) 

0.7
- Binary oid files (added in game version 1.06) will now be ignored. 

0.6
- Added a new tool, g1m_bonetool.

0.5
- g1m_export now has the option to export a vgmap file to be used with @ausgeek blender scripts.
  To export vgmaps, use the .bat file "g1m_export_with_vgmap.bat", instead of the exe. (Note: the bat will also export the vb/ib).
- g1m_import will import a .vgmap, if it exists next to a .vb/.ib file. 
- g1m2fbx: in some circumstances, the program failed to load costume.oid file. Also, now if an .oid is found next to the g1m, it will use that instead for the bones names. Additionally, the convention for unnamed bones has been changed to match the one used by ausgeek scripts. 

0.4
- Added a new tool, g1m2fbx. 

0.3
- Fixed a problem in g1mimport that would corrupt some meshes. 

0.2
- Changed name of program from g1m_test, and some fixes.

0.1
- Initial release
