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Rev Age Author Path Log message Diff
298 4535d 8h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4546d 4h spiker /highres/sprites/  
296 4547d 0h spiker /highres/sprites/  
295 4553d 7h spiker /highres/ 281  
294 4553d 23h spiker /highres/ Added 4266  
293 4554d 11h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4556d 6h nightfright / Revised: Rotation correction for models (by Tea Monster) / revised: full maphacks revision / added: 707/708 pal7 (re-added because autotint won't work)  
291 4566d 0h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4566d 21h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4566d 23h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4571d 11h h266 /highres/textures/ Revise #336-338 (water texture) from the original JPEGs to remove artifacts while maintaining the integrity of the texture.
I originally did this in 2009 but the process caused subtle differences in the texture, and it did not solve the issue of artifacts in the very dark shades between the highlights. This time I used two Selective Gaussian Blur passes in GIMP, one on highlights and one on the dark gaps, with settings so that it blended away artifacts without causing any noticeable change to the artwork that I could detect.
 
287 4600d 23h spiker /highres/  
286 4606d 10h spiker /highres/ 4154  
285 4632d 22h nightfright / Reverted to previous versions: 341-343  
284 4688d 22h loomsday /highres/sprites/props/ doublesided now  
283 4689d 11h spiker /highres/  
282 4689d 16h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4692d 10h nightfright / Modified: #341, 343  
280 4699d 11h nightfright / Modified: #342, 343, 821, 916, 917  
279 4704d 23h nightfright / Updated: E1M1.mhk  

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