[30.Jun.10] - Bulk of the work done on the lightmap editor.
[29.Jun.10] - Changed cursor when over render window. Restructured the skin tab so you can no longer swap shaders like Prophet could: this is because  I can't see a need for it, you only really ever need to swap the bitmaps the shader uses. One case where it could be useful is if you want to use a different shader for a piece of geometry, but keep the shader the same for other geometry that reference it. This will require chunk cloning though so no interest in programming this feature yet. Can change bitmaps in skin tab (still need to make it save changes in map). Added goto feature to coords, skin and spawns tabs; selecting an item will now zoom to it's location! Skin and spawns goto option need a bit more work though to be perfect. Fixed focus problem when another program was in use. Fixed prob with null ltmp/detail maps by adding 'hasTexture' booleans to the 'simple' shader. Switched to lowest LOD for spawns for now; added around 10 more frames!
[24.Jun.10] - Setup input focus between interface and render window: depending on where the mouse is depends on what is input focused. Instance geometry/permutations and spawns are now frustum culled giving a nice increase in frames. Switched movement from being frame-based to time-based for smoother scrolling.
[23.Jun.10] - Integrated xna project into windows forms! Now I can use a more advanced UI. Also made a decision on the name: 'Orbit' - is related to flying around, and isn't a word anyone else has used yet ;)
[21.Jun.10] - Corrected spawn placements by doing translation * rotation for their position matrices, instead of the other way round. Added code so other models apart from the BR were loaded fixing the problem with BR's bing everywhere. Only spawns not rendering now are ones I need to make models for (such as spheres, etc). On a bad note; frame rate is poor; spawns look like crap; and the 'spawn's load code' needs cleaning up to better handle loading shaders and models, as it's not too efficent currently..
[20.Jun.10] - Implemented spawn code. Not all spawns rendering yet though, some are in the wrong places, and some are wrong items (mostly battle rifles replacing vehicles and other weapons)
[19.Jun.10] - Alpha textures support added (mostly used for grates). 'open another map' option added. User is now queried for resource maps when needed, and the map paths are saved too.
[18.Jun.10] - Auto-generated mipmaps giving increase in frames and no anti-aliasing :). At a later date should really take mipmaps from map file instead.
[16.Jun.10] - 'camera speed' option added. Some textures have alpha textures to compliment them; need to add support some time for these as texture is fully transparent currently.
[15.Jun.10] - Opaque and alpha subsets drawn separately fixing alpha problem. Need to sort alpha subsets by distance fom camera though to see alpha-through-alpha from some angles. Have basic subset highlighting working, needs further development though [to polygon level] for completely accurate results...
[13.Apr.10] - Detail maps are rendering. Boundingboxes are rendering. Frame rate is horrible. Added basic interface to switch to different views (diffuseOnly, ltmpOnly, etc).
[08.Apr.10] - Now draws as sub-clusters. Fixed missing vertices problem(face count not index count!..). Corrected colour channels (abgr, not agrb) fixing transparency.
[06.Apr.10] - First build with textures - everything's transparent.. what!
[05.Apr.10] - Fixed Camera.
[04.Apr.10] - Dynamic texture2ds require information as integers not bytes. First working xna build. 