{"push_id":978687754,"size":6,"distinct_size":6,"ref":"refs/heads/master","head":"41b71e9e74a4c08559deb36f5a2d42d65d387299","before":"25742e557e5b851ea80e31e6e2b8700ae0e83df4","commits":[{"sha":"a36232440fe32ed1489e22c68315cd7dd161ff2a","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"Pawn: Add set/getCanMove methods\n\n- Pawns that can't move will still have movement properties such as\n  facing and current movement direction. Inability to move will simply not\n  move the Pawn in its movement direction updates. This is useful for both\n  simulating remote pawns for the server, and for disallowing movement for\n  client pawns during things like skill usage, or controlling effects that\n  prevent movement.","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/a36232440fe32ed1489e22c68315cd7dd161ff2a"},{"sha":"47ebbbcae9113897e51ebc8a76dbe280e60010e6","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"Update pawn movement with *current* SEQ\n\n- Previously, Pawn would not animate when moving only slightly.\n\n- Remote client pawn movement is still tricky. It wouldn't be wise to\n  broadcast a player pawn's updated movement and position anytime their\n  local pawn gets updated, since it would lead to spammy communications if\n  the player simply tapped their movement keys rapidly. Instead, we use a\n  short delta between broadcasted position/movement updates and only allow\n  the player owning the updated pawn to \"ping\" against the server. Their\n  most recent, valid position/movement data will be sent at constant\n  interval to other players. This will lead to some *slight* jitter in\n  position and facing of remote pawns during erratic movement (such as\n  rapidly tapping A and D to move left and right) but the animation and\n  position will be relatively accurate. Another option would be to allow\n  this kind of erratic movement to trigger broadcasts, but implement some\n  mechanisms for controlling the maximum allowed frequency of packets, and\n  simply suspend it for over-active pawns, or even go so far as to\n  forcefully disconnect their owning players.","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/47ebbbcae9113897e51ebc8a76dbe280e60010e6"},{"sha":"413e185d8bfcce1448663714b424dda253a82148","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"Say no to negative zero","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/413e185d8bfcce1448663714b424dda253a82148"},{"sha":"a68db05380c721f796b5ed0ef6916cccae03b646","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"Actor: Add getSprite method","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/a68db05380c721f796b5ed0ef6916cccae03b646"},{"sha":"e921849fae1f9e84d48e19096699d5007d3eaa63","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"Sprite: Add getCurrentAnimation method","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/e921849fae1f9e84d48e19096699d5007d3eaa63"},{"sha":"41b71e9e74a4c08559deb36f5a2d42d65d387299","author":{"email":"26f998146db4da06e48a70bb17d9f9b031eca315@gmail.com","name":"Paul Holden"},"message":"Add AbilitySequence\n\n- Rework Character a bit. Only characters will be able to use abilities,\n  so this new object is part of the game module.\n\n- Consists of two or more stages that manipulate the caster of a certain\n  ability. Currently can only enable/disable character movement, and play\n  animations for the character's sprite. If no animation is set for the\n  final stage, walk/stand is played as appropriate.\n\n- This new sequence object mixes animation sequencing with pawn control,\n  and may need to be split into multiple classes; the server will need to\n  have sequences involving *only* pawn control, not animation. For now, it\n  is intended only to run on clients, despite its existence in the generic\n  game module.","distinct":true,"url":"https://api.github.com/repos/ragebreakfast/eo/commits/41b71e9e74a4c08559deb36f5a2d42d65d387299"}]}