Initial version of code, containing openeq code plus some extra c++ classes.
Rewrote the S3D reader in C++. The code may have bugs that still need to be worked out, and it definitely needs to be cleaned up a bit in terms of variable names and such.
Minor code cleanup
The S3D reader can now extract all files from an S3D archive and save them to the disk.
Moved openeq files into subdirectory. Started work on WLD file loader.
Continued work on WLD loader. Implemented loader for 0x03 type fragments.
Started work on WLD loading fragment type 4
Restructured the WLD loader to include a WLDFragments class for better management of WLD's internal structure.
Wrote code for fragment loaders up to 0x15. Still needs further testing.
Started work on decoding fragment type 0x36. Rearranged structs a bit, some things may have broken.
Did an analysis of S3D files from Everquest Trilogy and Everquest Mac. Added many new fragment types to the index.
Major code restructuring. Set up inheritance tree for file classes. Started adding MD2 model support.
Reorganized the way fragments are handled in WLD files to make the internal structure much simpler.`
Did work on the WLD and MD2 loaders.
Fixed some bugs in MD2. Started working on loading MD2 files, so that I can load an MD2 file and write it back out.
Working on MD2 loading/unloading of GLCommands.
Got the MD2 loader to read in an MD2 file and write it back out again without any major problems. Step 2: rewrite the WLD loading code to conform to the new standard.
Added better logging for WLD files.
Added a couple more log messages to WLDFile.
Reorganized file structure to support upcoming changes.