glN64 v0.4.1:
	* Fixed a problem involving status bars and GeForces
	* Fixed a bug that occured when taking a screenshot when hardware framebuffer textures were enabled
	* Fixed a bug in the texture cache that could cause slow speed, and eventual freezing
	* Fixed a bug that caused refresh rates not to be saved
	* Removed some debugging code left in the texture cache that was causing a loss in speed
	* Improved microcode detection, there should now be fewer unknown microcode errors
	* Added an option for dithered alpha since it's slow on some Radeons, and fine on others
	* Added detection and adjustment for the 1964 toolbar
glN64 v0.4:
	* Shortened the name (I got tired of all the typing :-P )
	* Rewrote ~80% of the plugin
	* Added hardware framebuffer textures (still experimental)
	* Recompiled combine modes are now cached
	* Greatly improved non-GeForce combiner
	* Slightly improved GeForce combiner
	* Combiner compilers are now automatically selected
	* Added support for line drawing microcodes (Line3D, L3DEX, and L3DEX2)
	* Added support for Diddy Kong Racing/Jet Force Gemini/Mickey's Speedway microcodes
	* Added partial support for sprite microcodes (S2DEX and S2DEX2)
	* Added support for Perfect Dark microcode
	* Changed microcode detection method
	* Added internal near-clipping for NoN (non near-clipping) microcodes
	* Added smarter depth buffer clearing
	* Added support for screenshot saving
	* Added selectable texture bit depth
	* Moved configuration from an INI file to the registry
	* And many other changes as a result of the rewrite...
glNintendo64() v0.3.2b:
	* Fixed (hopefully completely) display list culling errors
	* Improved texture size computation for TexRects (should also reduce crashes)
	* Trying something to help Radeon users...
glNintendo64() v0.3.1:
	* Fixed a stupid bug that was causing crashes in several F3DEX games
	* Fixed another stupid bug that could cause crashes due to invalid number of lights
	* Changed some build options that may increase speed a bit
glNintendo64() v0.3:
	* First open source release
	* Rewrote combiner (twice)
	* New combiner translates N64 combine modes into native combiner
	* Now has two combiner recompilers to choose from; GeForce and OpenGL 1.4
	* No longer adjusts texture coords for filtered TexRects when clamping is enabled
	* Enables and disables texture stages based on combiner (more reliable method)
	* Now only enables alpha testing for threshold mode, not dithered
	* Added fullscreen support
	* Added support for second texture
	* Added support for F3DEX2 ForceMatrix
	* Added support for changing light color with MoveWord in F3DEX2
	* Added support for texture coordinate shifts
	* Added support for S2DEX BG_Copy command
	* Added support for fog (still a tad buggy)
	* Added partial support for ModifyVtx (only vertex color and texture coordinates so far)
	* Added very hacked and partial support for dithered alpha testing (Mario 64 dissolve effect)
	* Added more error checking in LoadTile and LoadBlock (fixes freezing in Zelda 64)
	* Added partial support for noise in combiner (won't work in all cases yet)
	* Added 2xSaI texture filtering
	* Added partial support for forced blender modes
	* Fixed stupid palette selection bug (fixes most of the bad textures in many games)
	* Fixed a bug that caused the wrong tile to be used on some textured rectangles
	* Fixed a bug that caused the color buffer to be cleared along with the depth buffer
	* Fixed a bug that disabled all lights if one had an invalid direction
	* Changed the way the window is sized in windowed mode (doesn't clip off parts anymore)
	* Improved TexRect texture coordinate generation (again)
	* Improved texture size computation, should be nearly always correct now
	* Improved CRC checking in texture cache, it's much more accurate (and effective) now
	* Removed limit on number of textures that can be cached - is now only limited by actual size
	* Improved OpenGL state management (slight speed improvement)
	* Improved display list culling
	* Many other fixes, tweaks, and additions that I've forgotten about over the months...

glNintendo64() v0.2.1:
	* Added some error checking to LoadTile and LoadBlock commands (doesn't crash as much anymore)
	* Fixed a matrix bug in the F3DEX2 microcode
	* More fixes to mirroring and clamping (still not quite right though)
	* Some slight optimizations to texture loading
	* Now forces clamping on when mask is set to 0 (fixes some alignment problems)

glNintendo64() v0.2:
	* Completely rewrote texture loading
	* Added support for 4-bit I, 8-bit I, 4-bit CI and 8-bit CI textures
	* Full TMem emulation (should be about perfect)
	* Fixed up wrapping/mirroring/clamping support (still needs some work)
	* No longer requires IBM_MIRRORED_REPEAT extension for texture mirroring (one step closer to supporting non-GeForce cards)
	* Greatly improved texture cache, it now throws out old textures instead of filling up, plus many other improvements
	* Now you can set the amount of memory you want the texture cache to use
	* Transformation and lighting are now performed internally (fixes many problems)
	* Greatly improved TexRect texture coordinate generation
	* Some optimizations, all matrix operations, color conversions, and TMem emulation are done in assembler now
	* Added support for F3DEX, F3DEX2 and Fast3D EXT (or whatever you call it) microcodes
	* Automatic microcode detection (not extensively tested, can be bypassed in config dialog)
	* Support for RDP SetOtherMode command, and fixes for F3DEX2 SetOtherMode commands
	* Many more combine modes, and fixes to existing ones
	* Speaking of the config dialog, I've added one. Note that the disabled items aren't implemented yet
	* The plug-in now creates an INI file the plugins folder for saving configuration
	* Moved all OpenGL handling and emulation to a seperate thread (hoping to fix ROM browser freezing)
	* PJ64 ROM browser freezing nearly fixed, but it still happens sometimes (if anyone can help me with this, please do!)
	* Reflection mapping much better now (see Mario's head and stars)
	* Alot more I can't remember...

glNintendo64() v0.1:
	* First release under new name
	* Using DrawElements now, should be slightly faster
	* More Set/ClearGeometryMode modes supported
	* More SetOtherMode_L and SetOtherMode_H stuff implemented
	* Support for 4-bit IA, 8-bit IA, 16-bit IA, 16-bit RGBA, and 32-bit RGBA textures (not always correct)
	* Support for non-power-of-2 textures
	* Support for LoadBlock texture loading
	* Preliminary support for LoadTile texture loading (still pretty buggy, look at Mario Kart to see it in action)
	* Started working on full tmem emulation (when finished, it should eliminate all texture bugs)
	* Very basic texture caching (still needs lots of work)
	* Very hacked in (read slow) combiner support using NV_combine_registers extension
	* Unfortunately, the NV_register_combiners extension is required for combine mode support (sorry non-nVidia owners, this requirement will be lifted later on)
	* Very incorrect spherical mapping (only really works on metal-head Mario)
	* TexRects now supported (texture coordinates not always correct yet)
	* Moved DP interrupt generation to FullSync (don't know if it helps anything, but it's more correct)
	* With all the new stuff, speed is starting to suffer some (needs lots of optimization)
	* Alot more I can't remember...

Orkin's OpenGL V0.01a:
	* First release
	* Handles polygons and lighting
	* Only supports Fast3D microcode
