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288 4552d 14h 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 4582d 3h spiker /highres/  
286 4587d 14h spiker /highres/ 4154  
285 4614d 2h nightfright / Reverted to previous versions: 341-343  
283 4670d 14h spiker /highres/  
281 4673d 14h nightfright / Modified: #341, 343  
280 4680d 15h nightfright / Modified: #342, 343, 821, 916, 917  
278 4729d 2h loomsday /highres/ #369 polymerized + #797 recreated  
276 4737d 6h spiker /highres/  
274 4746d 3h loomsday /highres/ polyTile #367  
273 4746d 5h spiker /highres/ 885 polymerized  
272 4746d 9h spiker /highres/textures/  
271 4746d 9h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4747d 5h spiker /highres/ Content by Lightsource  
269 4749d 6h loomsday /highres/ polymerTile #318  
268 4750d 5h loomsday /highres/ polymer-ed tile #317  
266 4761d 4h loomsday /highres/ #371 polymerized, #152 glow added  
265 4764d 18h spiker /highres/ Fixes some broken normal maps  
264 4783d 13h nightfright / Added: Widescreen versions for #2492, 2493, 3240, 3245, 3281, 3292, 3293 (by L.D. Simone, for future usage); Updated: #84 (new BIGORBIT skybox front by L.D. Simone), 735, 2492 (by L.D. Simone)  
263 4789d 10h nightfright / Updated: #821, 1189, 2493  

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