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288 4558d 17h 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 4588d 6h spiker /highres/  
286 4593d 17h spiker /highres/ 4154  
285 4620d 5h nightfright / Reverted to previous versions: 341-343  
283 4676d 17h spiker /highres/  
281 4679d 17h nightfright / Modified: #341, 343  
280 4686d 18h nightfright / Modified: #342, 343, 821, 916, 917  
278 4735d 5h loomsday /highres/ #369 polymerized + #797 recreated  
276 4743d 9h spiker /highres/  
274 4752d 6h loomsday /highres/ polyTile #367  
273 4752d 8h spiker /highres/ 885 polymerized  
272 4752d 12h spiker /highres/textures/  
271 4752d 12h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4753d 8h spiker /highres/ Content by Lightsource  
269 4755d 9h loomsday /highres/ polymerTile #318  
268 4756d 8h loomsday /highres/ polymer-ed tile #317  
266 4767d 7h loomsday /highres/ #371 polymerized, #152 glow added  
265 4770d 21h spiker /highres/ Fixes some broken normal maps  
264 4789d 16h 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 4795d 13h nightfright / Updated: #821, 1189, 2493  

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