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293 4519d 11h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4521d 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 4531d 0h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4531d 22h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4531d 23h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4536d 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 4566d 0h spiker /highres/  
286 4571d 11h spiker /highres/ 4154  
285 4597d 23h nightfright / Reverted to previous versions: 341-343  
284 4653d 22h loomsday /highres/sprites/props/ doublesided now  
283 4654d 11h spiker /highres/  
282 4654d 17h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4657d 11h nightfright / Modified: #341, 343  
280 4664d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4712d 23h loomsday /highres/ #369 polymerized + #797 recreated  
277 4721d 2h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4721d 3h spiker /highres/  
275 4729d 1h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4730d 0h loomsday /highres/ polyTile #367  
273 4730d 2h spiker /highres/ 885 polymerized  

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