{"push_id":1266041944,"size":2,"distinct_size":2,"ref":"refs/heads/dev","head":"55da2babc25373174a59cc0586fb66390c59e88f","before":"05bdf36ea3c0ea7ace95aa2d9df046b4b2cc633c","commits":[{"sha":"927784fb26d8c55f2c27a9cf2592199e52561bee","author":{"name":"Deniz Ozkaynak","email":"3bbb13f37729cc61fa22f394d9b1479c62e19750@gmail.com"},"message":"Scrapped plans for inifinite play mode\n\nThought it'd be easy to randomly generate levels with object pooling if\nI ported the remaining MazeGen functions over to a runtime tool. It\nwould be, but the port would take a long time.\n\nAbout 5 mins in I realized a LOT of methods needed a MazeGen typed\nobject, which is a class built upon and uses Editor API. Luckily the\nmethods I did port for object pooling didn't rely on such types. To do a\nreal port, the underlying functionality and relationships would need to\nbe changed, a simple port of the methods themselves will not suffice.","distinct":true,"url":"https://api.github.com/repos/Murkantilism/skylabgame/commits/927784fb26d8c55f2c27a9cf2592199e52561bee"},{"sha":"55da2babc25373174a59cc0586fb66390c59e88f","author":{"name":"Deniz Ozkaynak","email":"3bbb13f37729cc61fa22f394d9b1479c62e19750@gmail.com"},"message":"Updated R.E. asset with more realistic estimates\n\nFor the number of object to keep in the cache for 3 maze at a time","distinct":true,"url":"https://api.github.com/repos/Murkantilism/skylabgame/commits/55da2babc25373174a59cc0586fb66390c59e88f"}]}
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