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293 4533d 15h nightfright / Modified: FOV fix for #2613 (HUD shotgun) by Spiker  
292 4535d 10h 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 4545d 4h nightfright / Modified: E4L2.mhk, E4L4.mhk (new Polymer lights by Micky C), #3293_wide (typo fixes)  
290 4546d 1h nightfright / Modified: frozen textures for #603 (Supertanker model)  
289 4546d 3h nightfright / Modified: #603 (new slime babe by Supertanker); E3L1.mhk, E3L3.mhk, E3L6.mhk (adjustments for slime babe)  
288 4550d 15h 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 4580d 3h spiker /highres/  
286 4585d 14h spiker /highres/ 4154  
285 4612d 2h nightfright / Reverted to previous versions: 341-343  
284 4668d 2h loomsday /highres/sprites/props/ doublesided now  
283 4668d 15h spiker /highres/  
282 4668d 20h plagman /highres/projections/ Y-invert projections as the engine changed to render them upside down.  
281 4671d 14h nightfright / Modified: #341, 343  
280 4678d 15h nightfright / Modified: #342, 343, 821, 916, 917  
278 4727d 2h loomsday /highres/ #369 polymerized + #797 recreated  
277 4735d 5h spiker /highres/sprites/ Decal and muzzle tweaks  
276 4735d 6h spiker /highres/  
275 4743d 4h nightfright / Modified: #3281 (new loading screen by Lightsource)  
274 4744d 4h loomsday /highres/ polyTile #367  
273 4744d 5h spiker /highres/ 885 polymerized  

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