			##Information:
		## General changes
	#IPL:
*Fixed several objects floating or stuck in the ground or partially stuck inside something. Some were simply improved to be more accurate. Some were completely hidden inside some structure, these are listed in the specific changes;
	#IDE
*Added "last draw" flag for objects with transparency where it was missing, and removed from where it was not needed;
*Position of several 2dfx were corrected or improved, in addition to the functioning changed to fix some lights that did not reflect on the ground during rain, or simply did not illuminate, or to match the PS2. Some 2dfx were also added, these are listed in the specific changes;
*Increased the view distance of several models. Not exaggerated, just enough to fix some things disappearing at a distance smaller than ideal, or using the Xbox values;
*Some models had their texture definition changed to another, for optimization and practicality purposes; 
	#Models
*Models were not only fixed, but also optimized and improved. Some models were used from other games of the same generation, such as SA, LCS, Manhunt, etc.
*Corrections and improvements related to: model positions (some cases restoring hidden objects); incorrect or improved flags; adjusted view distance for some cases; some models replaced by the PS2 version or just fixed;
*Fixed some gaps in the models, or between some models;
*Fixed the pre-lighting of some models;
	#Textures
*Textures improved throughout the map where necessary, using the original sources or redoing them, but still using the standard GTA 3 for Xbox and SA, very well optimized;
*Some textures were restored, or added to fix some models, and some were replaced by the PS2 version, all of these cases are listed in the specific changes. Some unused or incorrect textures were removed for optimization purposes;

		## Specific changes
	#Generics
*Fixed pine trees without trunks;
*Fixed tires without holes (junk_tyre);
*Fixed the missing texture on the guardhouse gate support (smashbarpost);
*Restored a missing texture on the buoys (bouy);
*Restored the glass texture of newspaper sales, in addition to adding a slight transparency to the glass (newsstand1);
*(bar_gatebox01) replaced with the LCS model, and it is now possible to enter;
	
	#Temppart
*Fixed the Liberty Construction banner facing the wrong side of the model (Scffldng02top);
	
	#IndustNW
*The two models that make up Luigi's club have been merged, now being 1 model for the club (LUIGICLUBout) and another for the materials with transparency (luigiineerclub). Thus fixing a transparency bug;
	
	#IndustNE
*Restored the PS2 gas pumps; *Replaced the 8ball gates linked to the "ind_land037" model with an unused model from the game (thus removing the last drawn flag from this model and using it only on the gates);
*Replaced the 8ball soda machine linked to the "mak_semtech" model with an unused model (thus using the improved model);
*Fixed the floor of the fire station being invisible from the inside, in addition to the windows and the other gates being visible from the inside as well;
*Fixed the used car sales (gaps between the windows and walls, added a wall to cover the windows from the inside, added collision of the roof props, and changed the collision on the ground to fix a z-fight);
*The position of the car sales sign was slightly changed to fix the floating illuminated text;
*Restored the missing textures on the lighthouse;
*Restored the texture of the piano keys in Salvatore's mansion;

	#IndustSW
*Added a fake interior to Punk Noodles;
*Moved the dirt that was attached to the buildings near Punk Noodles (Chinabuilds05) to the nearest separate dirt model (inswdirt02), thus avoiding transparency issues);

	#IndustSE
*Restored some boats that were hidden inside the black and red ship in the harbor;
*Restored some boxes that were hidden inside the Liberty City Sawmills model;
*Added lights to the cranes, based on the lights on the small crane in IndustNE, which uses the PS2's 2dfx;

	#ComSE
*Added the arrows to the Staunton police station, like in the PS2, and fixed a small gray stripe on the building, as it was z-fighted. Also added lights to the parking lot area;
*Added lights to the flowerbeds on the avenue next to the police station;

	#ComSW
*The central glass of the Internet café was raised to leave an entrance, both to correct the logic and to be able to enter without having to break the glass;
*Restored the texture of a missing display window in a store;

	#Comtop
*Restored the texture of the stadium gates;
*Restored the texture of one of the hospital flowerbeds;

	#Comnbtm
*Restored some boxes and 2 dumpsters that were hidden under the ground, near Ammunation;

	#LandNE
*Added shadows of the trees on the 3rd island (Shoreside), taken from LCS. (Same thing in LandSW);
*Fixed the lack of texture on the parking lanes of the buildings near the 3rd safehouse;
*Added transparency on the ventilation grids on the roof of Pay'n Spray, and on the roof of the hydroelectric plant, thus revealing the propellers that were hidden;

	#LandSW
*Restored the unused LODs of the helipad and the Jets at the airport; *Added red graffiti to the Punk Noodles factory, taken from the PS2 (sub_indland05.dff)
*Replaced the repeating numbers 1 and 2 with a sequence of 1 through 7 on the garage doors at the Turtle Head Fishing factory (doc_shedbig31.dff)
*Restored the texture of the numbers in the Shoreside police station garages;
*Restored the Shoreside 8balls bomb texture;
*Fixed a gap between the cutscene bench and the building next to it;
*Restored several missing textures in the first cutscene bench area;
*Removed a black line in the cutscene bank name;