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293 4515d 23h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4517d 18h 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 4527d 12h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4528d 10h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4528d 11h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4532d 23h 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 4562d 12h spiker /highres/  
286 4567d 23h spiker /highres/ 4154  
285 4594d 10h nightfright / Reverted to previous versions: 341-343  
284 4650d 10h loomsday /highres/sprites/props/ doublesided now  
283 4650d 23h spiker /highres/  
282 4651d 4h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4653d 23h nightfright / Modified: #341, 343  
280 4660d 23h nightfright / Modified: #342, 343, 821, 916, 917  
278 4709d 10h loomsday /highres/ #369 polymerized + #797 recreated  
277 4717d 13h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4717d 14h spiker /highres/  
275 4725d 13h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4726d 12h loomsday /highres/ polyTile #367  
273 4726d 13h spiker /highres/ 885 polymerized  

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