This file was made to help me not mess changelogs up as I'm writing down things
here as I add them.

TDBots Mk2 v1:
-Added Skulltag compatibility (with built-in nodes for it's DM/Duel/LMS maps!).

-Added Complex Doom compatibility.

-Added Brutal Doom v21 compatibility.

-Added tdbots_disablesectordmg. When enabled, bots won't receive damage from
	normally damaging floors.

-Readded the option to teleport bots automatically if they're too far away
	from the nearest player (tdbots_autoteledist).

-NodeStudio is back! Same old UI-wise, but it's back, and now integrated into
	the main library (under a separate namespace).

-Readded LANGUAGE weapon lists, under the "TDBOTS_WEAPONLIST" name.

-Readded SPECIAL_THANKS.txt, had forgotten about it!

-Added "easy bots" patch, reducing the bot's reaction time and accuracy
	substantially.

-Bots now treat DEHACKED weapons like vanilla weapons. So fist and chainsaw
	slot weapons are treated as melee. In addition, the Rocket Launcher
	is now considered an explosive weapon in vanilla Doom and with DEHACKED.
	
-Bots may now stop following nodes for a little while if they've been stuck.

-Improved nodeless navigation, bots shouldn't get stuck on walls anymore.

-Custom weapon lists can now be set from ACS (BCS highly recommended!).

-Custom BCS roam and attack functions can be set by reference (GDCC-CC can
	*probably* use them, too, with a proper header file).

-Added ACS and BCS header files, to help access the previous two additions in
	external patches.

-NodeStudio should now work correctly with Hexen and other maps with ACS.