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293 4518d 21h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4520d 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 4530d 10h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4531d 8h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4531d 9h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4535d 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 4565d 10h spiker /highres/  
286 4570d 21h spiker /highres/ 4154  
285 4597d 8h nightfright / Reverted to previous versions: 341-343  
284 4653d 8h loomsday /highres/sprites/props/ doublesided now  
283 4653d 21h spiker /highres/  
282 4654d 2h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4656d 21h nightfright / Modified: #341, 343  
280 4663d 22h nightfright / Modified: #342, 343, 821, 916, 917  
278 4712d 9h loomsday /highres/ #369 polymerized + #797 recreated  
277 4720d 12h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4720d 13h spiker /highres/  
275 4728d 11h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4729d 10h loomsday /highres/ polyTile #367  
273 4729d 12h spiker /highres/ 885 polymerized  

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