{"push_id":1449257011,"size":2,"distinct_size":2,"ref":"refs/heads/master","head":"9bc02a6491d54c6dd7a2475bc4aec7c793b78b85","before":"6fcd475fa87e8fdb55c997a848b0e3fd31d1f192","commits":[{"sha":"833952d7cd52061b98658d15fe52e7afde94e8ad","author":{"name":"Seeonee","email":"88fabeef8d611a191a48fed930940818ceaf3246@yahoo.com"},"message":"delete_tier_fix\n\nFixed the DeleteIState so that it doesn't cache the (current) tier at\ncreation time. Tiers change! Now gets it as the state is activated.","distinct":true,"url":"https://api.github.com/repos/Seeonee/game/commits/833952d7cd52061b98658d15fe52e7afde94e8ad"},{"sha":"9bc02a6491d54c6dd7a2475bc4aec7c793b78b85","author":{"name":"Seeonee","email":"88fabeef8d611a191a48fed930940818ceaf3246@yahoo.com"},"message":"draw_walk_simplification\n\nNow that we maintain up-to-date lists of the points and paths, we don't\nneed a recursive walk to find and draw them all. For now it just renders\nall paths, then all points. In the future, it could combine them into a\nz-sorted list for ordered rendering.","distinct":true,"url":"https://api.github.com/repos/Seeonee/game/commits/9bc02a6491d54c6dd7a2475bc4aec7c793b78b85"}]}
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