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293 4526d 21h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4528d 16h 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 4538d 10h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4539d 8h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4539d 9h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4543d 21h 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 4573d 10h spiker /highres/  
286 4578d 21h spiker /highres/ 4154  
285 4605d 8h nightfright / Reverted to previous versions: 341-343  
284 4661d 8h loomsday /highres/sprites/props/ doublesided now  
283 4661d 21h spiker /highres/  
282 4662d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4664d 21h nightfright / Modified: #341, 343  
280 4671d 21h nightfright / Modified: #342, 343, 821, 916, 917  
278 4720d 8h loomsday /highres/ #369 polymerized + #797 recreated  
277 4728d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4728d 12h spiker /highres/  
275 4736d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4737d 10h loomsday /highres/ polyTile #367  
273 4737d 11h spiker /highres/ 885 polymerized  

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