1.3.11d changes:
Added smooth scroll update (case SB_THUMBTRACK: lines in maped.c and blocked.c)
Added maplua.c (this is from mapwin32 V1.4.3) and two support funcs in mapfunc.c
Added 'makefilewithlua' for mingw compiler, to compile with lua with a different
 compiler define MWWITHLUA, add maplua.c and link with lua and lualib. Currently,
 there is no 'Custom' menu, so to run lua scripts drag and drop them.

1.3.11c changes:
changed animstub.txt to animstub.c and changed mingw32 makefile
added #include <shellapi.h> to mapwin.c (lcc)
removed (unsigned int) cast from lines 1793 and 1795 of mapdia.c (lcc, cwp)
added (char *) to line 899 of mapfunc.c (cwp)
added (unsigned char *) to lines 1039 and 1041 of mapfunc.c (cwp)
added (char *) to lines 1048 to 1064 of mapfunc.c (cwp)

1.3.11b changes:
fixed 'inline' problem with MSVC in animprev.c (again!)
fixed brshname problem with MSVC in mapwin.c

1.3.11a changes:
fixed 'inline' problem with MSVC in animprev.c
fixed bad column of pixels in 8bit ?scrn.bmp export

1.3.11 changes:

used MemProof (www.automatedqa.com) to find and fix resource leaks:
	Added a couple of ReleaseDC() calls
	Removed -fomit-frame-pointer (caused exceptions in memproof, though was probably ok)
File Export ?scrn.bmp will now produce an 8bit BMP file for 8bit maps

1.3.10 changes:

new wlayout in mapwin.ini, when '1' block ed window is on left, map ed on right
fixed PCX import (again), last graphics line wasn't imported
Exporting a CSV now produces enough data for GBA developers (more docs soon)
You can now 'screenshot' the entire current layer in export (inc onionskin)
Some bugs fixed, some added ;)

1.3.9 changes:

Fixed logical update rate in anim preview
Added simpler 'New Map' dialogue
Changed URL and email in About box
Added TEST2.FMP map
Included blprop.gif which gives labels and iso/flip info
New grid style (to revert to old style, change 'grid = 2' in mapwin.ini)
(This now means changing grid in menu or Ctrl+g toggles between 3 styles)

New import style (to revert to old style, change 'importskip = 1' in mapwin.ini)
(This is the most intuitive I can think of, 1st block is skipped if black, all
blocks thereon are imported until all following blocks are black)

You can now use flipped tiles (change 'flippedtiles = 1' in mapwin.ini)
IMPORTANT: You must set 'flippedtiles = 0' to work with isometric pillar maps,
flipped tiles are also unsupported by the playback libraries and anim preview
and are mainly for GameBoy developers, there is also no way to export the flip
info yet (it is in the FMP though), if you are a GameBoy developer please suggest
a good format to save to.

As I'm nearing V1.4, it is now very important to report bugs, please do or they
go unnoticed: bugs@tilemap.co.uk

