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296 4608d 22h spiker /highres/sprites/  
295 4615d 5h spiker /highres/ 281  
294 4615d 21h spiker /highres/ Added 4266  
293 4616d 9h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4618d 4h 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 4627d 22h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4628d 20h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4628d 21h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4633d 9h 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 4662d 21h spiker /highres/  
286 4668d 9h spiker /highres/ 4154  
285 4694d 20h nightfright / Reverted to previous versions: 341-343  
284 4750d 20h loomsday /highres/sprites/props/ doublesided now  
283 4751d 9h spiker /highres/  
282 4751d 14h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4754d 9h nightfright / Modified: #341, 343  
280 4761d 9h nightfright / Modified: #342, 343, 821, 916, 917  
278 4809d 20h loomsday /highres/ #369 polymerized + #797 recreated  
277 4817d 23h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4818d 0h spiker /highres/  

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