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Rev Age Author Path Log message Diff
298 4519d 8h devastator /highres/ added 1139 1151 Dif Nrm Spec  
297 4530d 4h spiker /highres/sprites/  
296 4531d 0h spiker /highres/sprites/  
295 4537d 7h spiker /highres/ 281  
294 4537d 23h spiker /highres/ Added 4266  
293 4538d 10h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4540d 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 4550d 0h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4550d 21h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4550d 23h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4555d 10h 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 4584d 23h spiker /highres/  
286 4590d 10h spiker /highres/ 4154  
285 4616d 22h nightfright / Reverted to previous versions: 341-343  
284 4672d 21h loomsday /highres/sprites/props/ doublesided now  
283 4673d 10h spiker /highres/  
282 4673d 16h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4676d 10h nightfright / Modified: #341, 343  
280 4683d 11h nightfright / Modified: #342, 343, 821, 916, 917  
278 4731d 22h loomsday /highres/ #369 polymerized + #797 recreated  

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