diff --git a/Change Lists/Entity List.md b/Change Lists/Entity List.md
index 47e3e54..44269ca 100644
--- a/Change Lists/Entity List.md
+++ b/Change Lists/Entity List.md
@@ -19,7 +19,7 @@ Remember: **I/O/KV** stands for **Inputs, Outputs, KeyValues**.
There is most likely some information missing or miscellaneous stuff left out, but this should be the most comprehensive list available.
| Entity Name | Status | Summary |
-| :------------- |----------------------------------:| :----- |
+| :------------- |:-------------:| :----- |
| ai_ally_manager | :heavy_minus_sign: | |
| ai_battle_line | :heavy_minus_sign: | |
| ai_changehintgroup | :o2: | Deprecated by "SetHintGroup" input and point_entity_finder/point_advanced_finder with filter_activator_keyfield. |
diff --git a/Change Lists/Graphical Changes.md b/Change Lists/Graphical Changes.md
index 362d68c..58fc75e 100644
--- a/Change Lists/Graphical Changes.md
+++ b/Change Lists/Graphical Changes.md
@@ -4,8 +4,8 @@ Well, it's true. We don't focus on graphical changes and almost all of them can
### Projected Textures
---
-There should be a ! here at the beginning of the line below, but the image is just too big. I'll put together a single image with everything relevant soon:
-[mapbase_demo010391.jpg](https://bitbucket.org/repo/z8pz97a/images/2031199010-mapbase_demo010391.jpg)
+
+
Mapbase's projected textures are one messy mix of Insolence's ASW projected textures, City 17: Episode One's projected textures, the VDC fixes, and Mapbase's own adjustments. Thank Insolence the most for these improvements.
Up to 4 projected textures can be active at one time, including the player's flashlight, but you could use the "-numshadowtextures" launch parameter before starting the game to set the projected texture limit, based on the Gmod launch parameter of the same name.