{"push_id":1095493882,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"815274e13946b5429ce1442abdf9ec5191f7b16f","before":"0e1273d780cb8d8f31a4d320d2d407b2a1acdfa5","commits":[{"sha":"815274e13946b5429ce1442abdf9ec5191f7b16f","author":{"email":"5cbcd910bfa8849ea1d0265e4d45342af05cd45f@gmail.com","name":"Sindorius"},"message":"more code cleanup + optimizations\n\n1. Created preprocessor macros to create short-hands for the different\ngrid vectors whose names were getting a bit long.\n2. Optimized isSolved() and tile erasing to no longer loop through the\nentire puzzle array.\n\ta. Now all of the tiles a player has painted that are\nstill wet have their coordinates stored inside each player class object.\nThe game parses this vector when erasing tiles.\n\tb. As for isSolved, every time a tile is correctly painted a counter\nis incremented, and when that counter == total tiles on the level's grid, the\nlevel is completed.\n3. (Hopefully) made pterodactyl collision a little more precise.\n4. Cleaned up code more, especially serverdemoscene, by encapsulating more code\ninto functions and such.\n5. Began writing a better function for processing sound. May just erase it later\nand play with FMOD. We'll see.","distinct":true,"url":"https://api.github.com/repos/Sindorius/ABWD/commits/815274e13946b5429ce1442abdf9ec5191f7b16f"}]}