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293 4526d 7h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4528d 3h 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 4537d 21h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4538d 18h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4538d 20h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4543d 7h 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 4572d 20h spiker /highres/  
286 4578d 7h spiker /highres/ 4154  
285 4604d 19h nightfright / Reverted to previous versions: 341-343  
284 4660d 18h loomsday /highres/sprites/props/ doublesided now  
283 4661d 7h spiker /highres/  
282 4661d 13h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4664d 7h nightfright / Modified: #341, 343  
280 4671d 8h nightfright / Modified: #342, 343, 821, 916, 917  
278 4719d 19h loomsday /highres/ #369 polymerized + #797 recreated  
277 4727d 22h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4727d 23h spiker /highres/  
275 4735d 21h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4736d 20h loomsday /highres/ polyTile #367  
273 4736d 22h spiker /highres/ 885 polymerized  

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