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293 4511d 13h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4513d 8h 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 4523d 2h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4524d 0h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4524d 1h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4528d 13h 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 4558d 1h spiker /highres/  
286 4563d 13h spiker /highres/ 4154  
285 4590d 0h nightfright / Reverted to previous versions: 341-343  
284 4646d 0h loomsday /highres/sprites/props/ doublesided now  
283 4646d 13h spiker /highres/  
282 4646d 18h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4649d 13h nightfright / Modified: #341, 343  
280 4656d 13h nightfright / Modified: #342, 343, 821, 916, 917  
278 4705d 0h loomsday /highres/ #369 polymerized + #797 recreated  
277 4713d 3h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4713d 4h spiker /highres/  
275 4721d 3h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4722d 2h loomsday /highres/ polyTile #367  
273 4722d 3h spiker /highres/ 885 polymerized  

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