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288 4540d 13h 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 4570d 2h spiker /highres/  
286 4575d 13h spiker /highres/ 4154  
285 4602d 0h nightfright / Reverted to previous versions: 341-343  
283 4658d 13h spiker /highres/  
281 4661d 13h nightfright / Modified: #341, 343  
280 4668d 13h nightfright / Modified: #342, 343, 821, 916, 917  
278 4717d 0h loomsday /highres/ #369 polymerized + #797 recreated  
276 4725d 4h spiker /highres/  
274 4734d 2h loomsday /highres/ polyTile #367  
273 4734d 3h spiker /highres/ 885 polymerized  
272 4734d 7h spiker /highres/textures/  
271 4734d 7h spiker /highres/ - new grass, stadium grass, weapon projectiles, muzzle flash for some weapons, casting bullets, forcefield, splashing water.  
270 4735d 3h spiker /highres/ Content by Lightsource  
269 4737d 5h loomsday /highres/ polymerTile #318  
268 4738d 4h loomsday /highres/ polymer-ed tile #317  
266 4749d 2h loomsday /highres/ #371 polymerized, #152 glow added  
265 4752d 16h spiker /highres/ Fixes some broken normal maps  
264 4771d 12h 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 4777d 8h nightfright / Updated: #821, 1189, 2493  

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