{"push_id":967175069,"size":2,"distinct_size":2,"ref":"refs/heads/master","head":"d5f75692a6ff26085d19af450ed59c55d544240c","before":"91615d26027b7aea51aeb07b1160076e3f8c20d4","commits":[{"sha":"bd77b90af6874763215c876304f7a006b95ce36b","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"GameMode: Dispatch MousePressed with modifiers","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/bd77b90af6874763215c876304f7a006b95ce36b"},{"sha":"d5f75692a6ff26085d19af450ed59c55d544240c","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"Fix editor issues\n\n- Add modified content table to EditGameMode. This is saved on a per-type\n  basis, which could be simplified by implementing a stub save() method in\n  Object, and overriding this wherever an object needs to be saved to\n  disk, e.g. an image or JSON configuration file.\n\n- Move a lot of brush-specific code into the EditorBrush object. The\n  EditorController doesn't need to know what type of tool is currently\n  being used (it may be a tool that doesn't have PaintTerrainVertex event\n  handling), just that there *is* an active tool that will handle events.\n  Other tools (like entity placement) won't even deal with the concept of\n  painting.\n\n- Sort out the coupling between the TerrainPainterPalette and the\n  TerrainPainter controller -- the TilesetSelectObserver will observe\n  Activate events from the tileset icons, and dispatch a SelectBrushColor\n  event to the painter tool, which will sort out icon state and manually\n  play the icon click sound (which isn't triggered when the event is\n  dispatched from handling a MouseWheel event, since the icon wasn't\n  activated). This will ensure that either trigger -- clicking the icon\n  or using Shift + Mouse wheel -- will update the icon states as well as\n  the brush color.\n\n- EditorBrush now inherits InputController -- it will need to handle\n  special raw input triggers like Shift + Mouse wheel, which may do\n  different things for different tool types. For example, Shift + Mouse\n  wheel scrolls through brush colors, but could do nothing for a tool that\n  places entities in the world. The EntityController that forwards these\n  input events shouldn't need to check the type of the current tool to\n  decide what kind of event to emit, but instead just forward it.","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/d5f75692a6ff26085d19af450ed59c55d544240c"}]}