Ressy:
	- Update changelog - Made ARL modular for memory usage, etc
James D. Callahan III:
	- Display a popup dialog informing users when a module is missing or disabled.
	- Localization key change.
	- Sort entries by ID, not location.
	- Moved Tailoring-specific all Discoveries, Mob Drops, Quests, and Vendors to the Tailoring profession module. Removed the Discovery.lua file and supporting code.
	- Allow targeting of specific profession for lists dump, and skip any entities that are used in multiple professions.
	- Moved Leatherworking-specific Discoveries, Mob Drops, Quests, and Vendors into the Leatherworking profession module.
	- Moved Smelting-specific Mob Drops and Quests into the Smelting profession module.
	- Moved Jewelcrafting-specific Discoveries, Mob Drops, and Vendors to the Jewelcrafting profession module.
	- Dead code removal.
	- Zero-line sentry for display output.
	- Moved Inscription-specific Discoveries, Mob Drops, Quests, and Vendors to the Inscription profession module.
	- Moved Engineering-specific Discoveries, Mob Drops, Quests, and Vendors to the Engineering profession module.
	- Moved Enchanting-specific Mob Drops and Vendors into the Enchanting profession module.
	- Moved all Cooking-specific Vendors and Mob Drops to the Cooking profession module.
	- Moved Alchemy and Blacksmithing quests to their prospective profession modules.
	- Formatting fix.
	- Sort entries in ascending order by ID.
	- Moved all Cooking-specific quests to the Cooking profession module.
	- Fix for professions without item filters.
	- Removed Blacksmithing-specific Discoveries, Mobs, and Vendors - these now reside in the Blacksmithing module.
	- Added utility code to aid in splitting acquire data from the core.
	- Removed Alchemy-specific Discoveries, Mobs, and Vendors - these now reside in the Alchemy module.
	- Added AcquireTypes to the addon object so profession modules will have access.
	- Added BOSS_NAMES to the constants table so profession modules will have access.
	- Added the identifier to the entity table.
	- Don't hide the scan button for professions which have a module that isn't loaded (either not installed or disabled) - show a message instead.
	- Terminate the scan immediately if the profession module is not loaded (mainly for commandline-driven scans).
	- Load the profession module in TRADE_SKILL_SHOW, and predicate the visibility of the scan button on whether or not the module is loaded.
	- Professions are now separate AddOns which are loaded as modules.
	- Hide the scan button if the "profession" isn't found in PROFESSION_MODULE_NAMES (Runeforging)
	- Added PROFESSION_MODULE_NAMES.
	- Removed Runeforging; it isn't a Profession, and it's had the same 10 skills and 4 trainers since the introduction of Death Knights back in 2008.
	- Added references to SetTooltipScripts and GenerateCheckBoxes to the addon object so they're accessible to the profession modules.
	- Formatting fixes.
	- Parameter rename.
	- More to do with the constants table.
	- Added constants table so profession modules will have access to those they need; added some of the private constants to it.
	- Moved AddTrainer from private to add-on.
	- Parameter rename for clarity.
