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293 4558d 12h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4560d 7h 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 4570d 1h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4570d 22h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4571d 0h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4575d 12h 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 4605d 0h spiker /highres/  
286 4610d 12h spiker /highres/ 4154  
285 4636d 23h nightfright / Reverted to previous versions: 341-343  
284 4692d 23h loomsday /highres/sprites/props/ doublesided now  
283 4693d 12h spiker /highres/  
282 4693d 17h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4696d 12h nightfright / Modified: #341, 343  
280 4703d 12h nightfright / Modified: #342, 343, 821, 916, 917  
278 4751d 23h loomsday /highres/ #369 polymerized + #797 recreated  
277 4760d 2h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4760d 3h spiker /highres/  
275 4768d 1h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4769d 1h loomsday /highres/ polyTile #367  
273 4769d 2h spiker /highres/ 885 polymerized  

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