Texture Explorer 1.1
	Fixed an issue preventing the "Palette Address:" label from showing/hiding when changing texture format.
	Removed test code that was left in the release preview by mistake. It is now possible to find palettes for ci4 and ci8 textures that do not use alpha.
	Default profiles for Ocarina of Time: Master Quest PAL Debug ROM, Majora's Mask NTSC-U, Majora's Mask PAL Debug ROM, Super Mario 64 NTSC-U, Starfox 64 NTSC-U 1.0 and Doubutsu no Mori are included.
		Before modifying default profiles I recommend saving them under new names and changing the autoload profile to the newly created one as the default profiles are overwritten with every release.

Texture Explorer 1.1 (Public Release Preview)
	Fixed a minor inaccuracy in the rgb5a1 conversion (which also includes ci4 and ci8, as they use rgb5a1 palettes). This was caused by a multiplier being slightly off, limiting the highest value to 248 rather than 255.
	Fixed a minor inaccuracy in the ia4 conversion. This was cuaused by a multiplier being slightly off, limiting the highest value to 252 rather than 255.
	Fixed some rounding errors (floor was used rather than round) in the texture conversions that would cause inaccurate results in various situations for ia4, ia8 & rgb5a1
	Fixed an issue in the ROM detection which would cause many ROMs to not be detected as ROMs.
	Fixed an issue where holding down the left mouse button while moving the cursor over the treeview would select items incorrectly, which made it possible to crash the program, and cause other other behaviours.
	Fixed several memory leaks.
	The application now has an icon.
	The application should now properly be named Texture Explorer everywhere instead of textureExplorer.
	The application name is now placed at the end of the titles, instead of at the beginning.
	The executable details on Windows is now filled in.
	The About dialog now display the application icon, version number and build date. The text has been modified, and the link can now be clicked to open cloudmodding in your default browser.
	All dialogs that previously had "Application" in their titles now only display the name of the program instead.
	The "About" action has been renamed to "About Texture Explorer"
	The "Import" menu has been renamed to "Texture Pack Tools" and now contain the actions that are used for importing & creating texture packs.
	The "Search" menu has been renamed to "Find".
	The Side Menu can now now be placed on any side of the application. It is also possible to de-attach it from the main window. The Side Menu is now named "Settings".
		The orientation of the boxes in the settings panel is now set depending on height & width. If the height is greater than the width, they are placed vertically, otherwise they're placed horizontally.
	Letter case is now ignored when comparing folder & texture names. It was previously possible for multiple folders/textures to share name by giving letters different cases, causing unintended behaviour in various situations.
	Solved an issue that made it possible for a texture and directory located within the same directory to share name.
	You may no longer use forward slash (/) in folder and texture names as it caused the program to read paths incorrectly. Forward slashes in names are automatically converted to a gyphen (-) by the program.
	By hovering over the Path inside the Last Selected Folder & Last Selected Texture boxes, a tooltip of the entire path will appear.
	You can now see the height and width of jpeg textures in the treeview and last selected texture box. You can not change the width and height for jpeg textures.
	You can now type in texture formats with uppercase letters for ci4 and ci8, the palette address input box now show up properly.
	A dropdown containing all supported texture formats is displayed when typing in the Format input field.
	The Offset inputs now use hex spinboxes, allowing you to use the up/down buttons, arrow keys and page up/down to increase/decrease the value. 
		You can type in base 10 and 16. If the input start with "0x" or contain letter A-F, it is treated as base 16, otherwise it's treated as base 10.
		Up/Down arrow keys & scrolling changes the value by 1. Page Up and Page Down changes the value by 0x10 (16). These values are multiplied by 0x10 when holding down ctrl, making it so that they change the value by 0x10 and 0x100 instead.
	The Path in Last Selected Folder & Texture is now updated when changing a folder name.
	The Address in Last Selected Texture will no longer appear incorrectly when moving a folder using "Fixed content addresses".
	The Texture Preview is now properly updated when moving a folder.
	The Last Selected Texture is now properly cleared when loading a profile.
	The Last Selected Texture is no longer reset when selecting or deleting a folder, unless the texture is located within the folder that is being deleted.
	The Last Selected Folder is no longer reset when selecting a texture inside it, or when deleting a texture.
	The restriction that caused folder sizes to automatically decrease to fit within the root has been removed. Folders may have any address. The size must be greater than 0.
	The treeview has been rewritten from scratch and is now a lot more flexible. Along with this, big portions of the program has been rewritten to make it more manageable and flexible.
	The texture/directory system has been partially rewritten and is now a lot more flexible. These improvements will make it relatively easy to add new item types to the treeview in the future, among other things.
	There are now checkboxes next to each treeview item. These checkboxes are used by specific actions to allow the selection of multiple items.
	Texture images are stored after being generated once so that they do not have to be re-generated every time they're displayed/extracted. Texture Size, as well as jpeg Width and Height is also stored so that they don't have to be re-calculated every time they're accessed.
	The texture images (treeview icons & preview) should now properly be updated when textures are imported. Previously it would not update in various situations, and it would sometimes update images that weren't affected.
	When you set the size of a folder to a value less than 1, it is automatically changed to fill as much space as possible.
	When a folder/texture starts outside of the folder it is located in, the offset and address columns text becomes red.
	When a folder/texture ends outside of the folder it is located in, the offset end and and address end columns text becomes red.
	When the size of a folder/texture is larger than the directory it is located in, the size column text become red.
	When the format of a texture isn't supported, the format column text become red.
	You can now zoom Texture Previews in and out by using the scroll wheel while pressing ctrl (command on Mac). The available zoom steps are 25%, 50%, 100%, 200% and 400%. The zoom is automatically set to 100% whenever the texture is rendered.
 	The order of the texture formats have changed. It is now i4, i8, ia4, ia8, ia16, rgb5a1, rgba32, ci4, ci8, jpeg. (greyscale -> greyscale & alpha -> rgba -> palette -> jpeg, ordered by the least amount of bits per pixel) 
		The order of the checkboxes as well as the order the program searches for textures uses this new order. 
	You can now search for ci4 and ci8 textures.
	The Find texture Dialog now has an "All Formats" checkbox in the Texture Formats to search for box. You can toggle all formats at once with it.
	.bmp images are now supported. They can be used for palette textures, and regular textures. They are converted for you, just like indexed png images.
		Note that all textures except jpeg textures are still exported as .png, and it is the recommended format. .bmp support was added since that is what many other tools use.
	JPEG images using the .jpg extension are now supported. The program still extract textures as .jpeg.
	The Import Texture Pack action has been renamed to "Import Legacy Texture Pack". 
		This feature is no longer officially supported, but is kept in the program so that already existing packs, and packs generated by "CloudMax's Texture Packer" can be imported.
	Two new actions named "Import Texture Pack" (named after the old one) and "Create Texture Pack" has been added.
	The Create Texture Pack action allows you to create a "Texture Explorer Texture Pack" (.tetp) file containing all the checked textures in the treeview. The file format is fully documented in TETP Format.txt.
	The Import Texture Pack action will import all the textures from a .tetp file.
	"Root/" is no longer included in paths.
	Two new actions, "Copy" and "Paste" have been added.
		Copy will copy the path of the currently selected treeview item to the clipboard.
			If the item is a texture, it will also store the image in the clipboard which can be pasted in other programs such as photoshop.
		Paste will take the path from the clipboard and create a copy of the item at that path to the last selected folder.

Texture Explorer 1.0.1
	The File List XML parser has been rewritten. Textures located in the Root are now loaded.
	Added a new option for the last selected folder called "Fixed content addresses". 
		Enabling this will make it so that when you change the offset of the folder, the offset of all folders and texture within it are also changed so that their addresses remain the same.
		This way you're able to change the offset of a folder, without having to change the offset of everything inside it.

Texture Explorer 1.0
	CI4 textures with rgb5a1 palettes are now supported. It works exactly the same as CI8 textures, except it uses 4bits per pixel, which limits it to a 16 color palette rather than 256.
	Solved an issue with completely transparent pixels that caused the game to display white outlines in various situations. (transparent pixels now have their colors set to black rather than white)
	Solved a bug with jpeg size calculations which caused images over a specific size to get cut off.
	Solved a bug which caused jpeg images with meta data to not appear at all in many situations.
	Now includes imageformats/qjpeg.dll. This file was missing in the previous release, which resulted in people not being able to view/extract jpeg textures.
	You can now see the End address and size of jpeg textures. It is still not possible to see the width & height of it.
	The Find Texture dialog no longer has the option to search for jpeg textures, this option was not supposed to be available as it doesn't actually do anything.
	The File Texture dialog has been improved.
		The Select Image and Select Folder buttons are now both displayed on the same row, rather than taking up one row each.
		The "No image/folder has been selected" text has been changed to "No image or folder has been selected".
		The full path of the folder you're performing the searching in is displayed, as well as the address boundary of that folder.
		You can now choose if you want to include subfolders when searching for images within a folder.
	The "Add Texture" action has been renamed to "New Texture". The description has been changed from "Add a texture" to "Create a new texture".
	The "Replace Texture" action has been renamed to "Import Image". The description has been changed from "Import a texture over the currently selected texture" to "Import an image over the last selected texture".
	Several actions have changed their position in menus.
	The Extract and Import Image actions are now disabled if the format of the currently selected file isn't supported instead of showing an error message. If you extract multiple textures at once, textures with unsupported formats are skipped.
	If you open a ROM file that is Byteswapped Big Endian (usually .v64) or Little Endian (usually .n64) it will be converted to Big Endian (usually .z64).
		It is recommended that you save the ROM after it has been converted so that the program don't have to convert it every time it is opened.
		The program uses the first 8 bytes of the file to determine the format of the ROM, which means that the file extension isn't used to determine if it's a ROM anymore.
			0x803712400000000F is Big Endian.
			0x3780401200000F00 is Byteswapped Big Endian.
			0x401237800F000000 is Little Endian.
	A Profile system has been implemented and is stored in a new folder named "profiles". This allows you to create multiple XML files for one ROM/file.
		The profiles folder contains one folder for each ROM/file that you've opened in the program, using the same naming convention as the file list XML files did previously.
			These new folders will contains a settings.xml file (containing information such as the name of your autoload profile, which is "default" by default) and one folder for each profile.
			Example: If you previously had a "/filesLists/NZLE15.xml" file, it should now be "/profiles/NZLE15/default/fileList.xml".
	The fileLists folder has been removed as it is no longer used thanks to the new system.
	You no longer get an error message if there isn't a file list available for the ROM/file you open.
	Operations that can take a long time will now display a progress bar and a wait cursor rather than freezing the program temporarily.
	The Texture Viewer window has been removed and is now part of the main window. You can resize and toggle the new side menu by dragging between the two columns.
	Instead of displaying an error alert when attempting to view a texture with a format that isn't supported, the preview box will now display a "The texture format is not supported.".
	The preview box will now properly display a "This textures address is not the start of a jpeg image." message if the provided address isn't the start of a jpeg image.
	If the program can't obtain a textures data for whatever reason, "NULL was returned when trying to obtain the textures data. Can't display texture." will be displayed.
	You no longer have to double click on an item, or use the Preview Texture action to view a texture. Select a texture in the treeview and it will be shown instantly.
		If you aren't currently viewing the Selection tab, you can press enter or double click on an item to go to it.
	You can now sort by column in the treeview. Simply click on the column you want it to sort by. (click on it again to swap between ascending/descending)
	treeview items now have icons. Folders will either display an empty folder or a folder with a file in it. Textures will display a miniature of itself. (If the texture format isn't supported, it'll display a file icon instead)
		To minimalize the loading time when opening a file the treeview textures aren't rendered until the folder they're in is opened. Note that this will cause a slowdown when a folder with many textures in it is opened for the first time.
	Textures with an unknown format will not show end address and size in the treeview anymore, instead it's blank.
	The Texture Preview box now use scroll bars for large textures so that the windows aren't resized along with the textures.
	You can now drag and drop .jpg/.jpeg files onto the Texture Preview box to replace jpeg textures.
	By clicking on a texture you can now swap between the checkered background and Magenta. Magenta is especially useful for textures that are mostly white, it also makes it easy to spot where textures are transparent.
	Files are now hidden in dialogs where you have to select a folder. (Import Folder, Import Texture Pack, etc.)
	The native file dialogs are now used, rather than the Qt dialogs.
	The save/open file dialogs now remember paths differently.
		It stores one path that is used by the Open and Save As dialogs. So these dialogs will always select the file you last saved or loaded.
		All other dialogs share the last path. So if you import a texture from your desktop, when you extract a texture, it will go to the desktop by default, and so on.
		This basically functions like the old system, except the Open and Save As dialogs now store the last used path separately, and the path isn't reset every time you use the Open dialog.
	The program now remember the last 5 files that you've opened and display them in the File menu for quick access.
	If you attempt to close the program or open a file after making changes to the current file, the program will ask you if you want to save, discard the changes or cancel the operation.
	The programs core which handles the texture data has been rewritten, making it much more efficient and allows for sub-directories to be created.
		Along with this, the xml format has recieved some changes. The previous <file> elements are now called <directory>, and the <fileTable> element is now called <root> to reflect the changes that were made.
		You do not have to change anything in the XML file yourself, the program will detect XML files that are using outdated formats and read them properly. The next time you save the XML file it will be updated to the new format.
		To add sub-directories to the XML file, simply add a <file> (now <directory>) element inside of another one.
		With the addition of sub-directories support a "Root" directory has been added to the treeview, which can't be removed or modified. This will always be the one and only top level item in the treeview.
	Because there are sub-directories now, many things have changed.
		The New Folder action is now only available when a folder is selected, and will create a folder within the currently selected one rather than on the top level of the treeview.
		The context menu for folders in the treeview now have the New Folder action available.
		There is no longer a context menu for the treeview itself, only the folders and textures inside it has one now.
		The Extract Action will also extract all sub-folders when you extract a folder.
		The Import Folder Action has been altered to work with sub-directories. It will now import textures relative to the currently selected folder and can only be used when a folder is selected.
			Example: If you have selected a folder named "Test", and choose to import a folder named "Import", it will import all images and folders with equal names (excluding file extension) into the Test folder.
			So to extract a folder and then import it back you'd first select the folder you want to extract, use extract option and then use the Import Folder and choose the extracted folder.
		The "Start" and "End" columns have changed name to "Address" and "Address End" and now display the absolute address of the folder/texture, relative to the root.
		Two new columns, "Offset" and "Offset End" has been added. They're like the Address columns, except they're relative to the folder they're in, rather than the root.
		The folder info box no longer display the folder the selected texture is in, instead it displays info about the last selected folder. (Note that selecting a texture will also select the folder it is in)
			The texture and folder info boxes now display the path to them so that you know which folder they're in.
	The Import Folder action now display detailed text about folder/textures that weren't successfully imported.
	You can now see a description of all text formats by hovering over them in the treeview, last selected texture box and find texture dialog.
	Adding Folders and textures no longer bring up a dialog.
		The way it previously worked was that it created a hidden folder/texture and opened the properties window with minor differences. And the item was deleted if you didn't click save.
		Now when you add a folder or texture it will instantly be added to the file tree, and you can change the settings afterwards.
		To make the process of adding textures smoother the program will now set the offset of new textures to the end address of the currently selected texture, and it will be set to the same format and size.
			This way if the game stores multiple textures of the same format and dimensions right after each other, you only have to set the info of the first texture, then use the "New Texture" action over and over to insert the others.
			If no texture is selected, it will create a texture with offset 0x00000000, format rgba32, width 32 and height 32.
	The properties dialog has been removed. Instead you modify folders and texture directly in the main window in the Selection Tab.
		Size has been replaced with two separate Height and Width fields so that you can modify them individually.
	It is now possible to type in decimal or hexadecimal in the address input fields. If the value is prefixed with 0x it will be treated as hexadecimal.
	Folders and textures must now have names. If they don't they will be given the names "New Folder" and "New Texture".
	Multiple folders/textures located within the same folder can no longer share the same name.
		If a texture or folder is given a name that is already in use, it will be suffixed with a number surrounded by parentheses. "New Texture", "New Texture (2)", "New Texture (3)", ...
	
	Features that were cut:
		Added an "Extract All Folders" action. It is basically the "Extract" action, except it goes through all folders instead of the one you have selected.
			This feature was cut because of the addition of the Root directory, which allows you to achieve the same effect with the already existing Extract Folder/Texture feature.

Texture Explorer Beta 4
	You can now properly change the palette address of ci8 textures.
	You can now properly type in texture formats using capital letters. They will become lowercase automatically.
	Fixed an issue that caused file dialogs to store paths incorrectly, resulting in the last directory of each path to be part of file names the next time you opened a dialog.
	The "Format not supported" text is now easier to read as the alpha background is only visible when a displaying textures now.
	jpeg is now supprted.
		Unlike the other formats, jpeg files contain a header storing information about it. 
		For this reason, you're not able to manually set the height and width. Instead you have to specify the exact address that the jpeg file start at.
		As a result you will also not be able to see the start address, end address, size, width or height of the texture, though I plan to solve this for the next release.
		You can not search for jpeg files, but it is a planned feature. (Which may or may not see the light of day)
		jpeg textures are extracted and saved as jpeg files, leaving the file intact.
		You can only import jpeg images over textures that use jpeg since the image file is imported directly as a 1:1 copy and isn't parsed.

Texture Explorer Beta 3
	Several issues with the rgb5a1 image to data conversion has been corrected. The search function is now able to find rgb5a1 textures, and you can now import them.
	Changes made to the file list are now saved before loading another file. It was previously only saved when closing the program.
	A "Save list" action has been added, allowing you to save changes made to your file list without having to load another file or closing the program.
	The file list xml files are now located in a directory called "fileLists" instead of "fileTables".
	When adding a texture the format is now set to rgba32 by default. The width and height is set to 32.
	When opening the properties dialog it will no longer display the "Format not supported" text if the format is supported.
	The extract and import actions are now properly disabled when you don't have a folder or texture selected.
	The Replace and View actions are now properly disabled when you don't have a texture selected.
	All actions now have unique icons to go along with them.
	CI8 textures with rgb5a1 palettes can now be viewed and extracted. 
		You can not search for CI8 textures. Their palettes are only imported when using the "Replace Texture" action directly.
		CI8 textures have a Palette address attribute which is the address of the palette, relative to the folder the texture is in.

Texture Explorer Beta 2
	You are no longer limited to using ROM files. You may load any file you want. 
		ROM files still store the file tree using the game ID. 
		Other files use the file name instead.
	You can now import textures with any dimension. The tool will resize it for you. 
		You can choose wether or not you want to keep the aspect ratio.
	The properties dialog for textures now show a preview of the texture you're changing so that you don't have to save the changes to see the result.
	The tool now remember current folder in file dialogs, you no longer have to navigate to the same folder over and over during a session.
	You can now import textures by dragging and dropping them onto the texture viewer window.
	A new action called "Import Folder" is now available. This features allows you to import multiple textures at once.
		Example:
			In the Texture Explorer you have a folder named "icon_item_static.zdata" with 2 textures named "Deku Skick" and "Deku Nut" inside of it.
			To import two textures over those you'd have to import a folder named "icon_item_static.zdata" with two images named "Deku Stick.png" and "Deku Nut.png" inside of it.
	A new action called "Import Texture Pack" is now available. This features allows you to import multiple textures at once.
		This action is based on the format used by another tool I've written, "CloudMax's N64 Texture Packer". 
		Go to http://cloudmodding.com/app/texturepacker for an explanation of how the format works.
		The only difference is that you do not place the texture folders inside a "pack" folder within a zip archive anymore. 
		Instead you place the texture folders in any directory you want, and then import that directory.