Merge branch 'development' into v2_release
diff --git a/README.md b/README.md
index eee94bc..e23c8e8 100644
--- a/README.md
+++ b/README.md
@@ -26,22 +26,23 @@
 
 # Features
 
-This library can help game developers to manage memory allocations and resource creation by offering some higher-level functions. Features of the library are divided into several layers, low level to high level:
+This library can help game developers to manage memory allocations and resource creation by offering some higher-level functions:
 
 1. Functions that help to choose correct and optimal memory type based on intended usage of the memory.
    - Required or preferred traits of the memory are expressed using higher-level description comparing to Vulkan flags.
 2. Functions that allocate memory blocks, reserve and return parts of them (`VkDeviceMemory` + offset + size) to the user.
-   - Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, takes all the rules of alignment and buffer/image granularity into consideration.
+   - Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, respects all the rules of alignment and buffer/image granularity.
 3. Functions that can create an image/buffer, allocate memory for it and bind them together - all in one call.
 
 Additional features:
 
+- Well-documented - description of all functions and structures provided, along with chapters that contain general description and example code.
 - Thread-safety: Library is designed to be used by multithreaded code.
-- Configuration: Fill optional members of CreateInfo structure to provide custom CPU memory allocator and other parameters.
+- Configuration: Fill optional members of CreateInfo structure to provide custom CPU memory allocator, pointers to Vulkan functions and other parameters.
 - Customization: Predefine appropriate macros to provide your own implementation of all external facilities used by the library, from assert, mutex, and atomic, to vector and linked list. 
-- Support memory mapping, reference-counted internally. Support for persistently mapped memory: Just allocate with appropriate flag and you get access to mapped pointer.
+- Support for memory mapping, reference-counted internally. Support for persistently mapped memory: Just allocate with appropriate flag and you get access to mapped pointer.
 - Custom memory pools: Create a pool with desired parameters (e.g. fixed or limited maximum size) and allocate memory out of it.
-- Support for VK_KHR_dedicated_allocation extension: Enable it and it will be used automatically by the library.
+- Support for VK_KHR_dedicated_allocation extension: Just enable it and it will be used automatically by the library.
 - Defragmentation: Call one function and let the library move data around to free some memory blocks and make your allocations better compacted.
 - Lost allocations: Allocate memory with appropriate flags and let the library remove allocations that are not used for many frames to make room for new ones.
 - Statistics: Obtain detailed statistics about the amount of memory used, unused, number of allocated blocks, number of allocations etc. - globally, per memory heap, and per memory type.
@@ -53,9 +54,9 @@
 
 - Self-contained C++ library in single header file. No external dependencies other than standard C and C++ library and of course Vulkan.
 - Public interface in C, in same convention as Vulkan API. Implementation in C++.
-- Interface documented using Doxygen-style comments.
-- Platform-independent, but developed and tested on Windows using Visual Studio.
 - Error handling implemented by returning `VkResult` error codes - same way as in Vulkan.
+- Interface documented using Doxygen-style comments.
+- Platform-independent, but developed and tested on Windows using Visual Studio. Continuous integration setup for Windows and Linux. Tested also on Android and MacOS.
 
 # Example
 
@@ -80,7 +81,7 @@
 2. `VkDeviceMemory` block is allocated if needed.
 3. An unused region of the memory block is bound to this buffer.
 
-`VmaAllocation` is an object that represents memory assigned to this buffer. It can be queried for parameters useful e.g. if you want to map the memory on host.
+`VmaAllocation` is an object that represents memory assigned to this buffer. It can be queried for parameters like Vulkan memory handle and offset.
 
 # Read more
 
@@ -88,9 +89,9 @@
 
 # Software using this library
 
-- **[Anvil](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil)** - cross-platform framework for Vulkan
-- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition
-- **[Lightweight Java Game Library (LWJGL)](https://www.lwjgl.org/)** - includes binding of the library for Java
+- **[Anvil](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil)** - cross-platform framework for Vulkan. License: MIT.
+- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition. License: GNU GPL.
+- **[Lightweight Java Game Library (LWJGL)](https://www.lwjgl.org/)** - includes binding of the library for Java. License: BSD.
 
 # See also