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288 4611d 6h 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 4640d 18h spiker /highres/  
286 4646d 5h spiker /highres/ 4154  
285 4672d 17h nightfright / Reverted to previous versions: 341-343  
283 4729d 6h spiker /highres/  
281 4732d 6h nightfright / Modified: #341, 343  
280 4739d 6h nightfright / Modified: #342, 343, 821, 916, 917  
278 4787d 17h loomsday /highres/ #369 polymerized + #797 recreated  
276 4795d 21h spiker /highres/  
274 4804d 19h loomsday /highres/ polyTile #367  
273 4804d 20h spiker /highres/ 885 polymerized  
272 4805d 0h spiker /highres/textures/  
271 4805d 0h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4805d 20h spiker /highres/ Content by Lightsource  
269 4807d 21h loomsday /highres/ polymerTile #318  
268 4808d 20h loomsday /highres/ polymer-ed tile #317  
266 4819d 19h loomsday /highres/ #371 polymerized, #152 glow added  
265 4823d 9h spiker /highres/ Fixes some broken normal maps  
264 4842d 4h 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 4848d 1h nightfright / Updated: #821, 1189, 2493  

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