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288 4536d 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 4565d 22h spiker /highres/  
286 4571d 9h spiker /highres/ 4154  
285 4597d 21h nightfright / Reverted to previous versions: 341-343  
283 4654d 9h spiker /highres/  
281 4657d 9h nightfright / Modified: #341, 343  
280 4664d 10h nightfright / Modified: #342, 343, 821, 916, 917  
278 4712d 21h loomsday /highres/ #369 polymerized + #797 recreated  
276 4721d 1h spiker /highres/  
274 4729d 22h loomsday /highres/ polyTile #367  
273 4730d 0h spiker /highres/ 885 polymerized  
272 4730d 4h spiker /highres/textures/  
271 4730d 4h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4731d 0h spiker /highres/ Content by Lightsource  
269 4733d 1h loomsday /highres/ polymerTile #318  
268 4734d 0h loomsday /highres/ polymer-ed tile #317  
266 4744d 23h loomsday /highres/ #371 polymerized, #152 glow added  
265 4748d 13h spiker /highres/ Fixes some broken normal maps  
264 4767d 8h 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 4773d 5h nightfright / Updated: #821, 1189, 2493  

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