{"push_id":2697452457,"size":1,"distinct_size":1,"ref":"refs/heads/Development-John-26.6.18","head":"b57d2f63b814fa110cf35bd876371f857feadfa8","before":"d496b479f48f95ddd65bdd0965fffd3904f8918d","commits":[{"sha":"b57d2f63b814fa110cf35bd876371f857feadfa8","author":{"name":"JohnTorrance8270","email":"b2d5ecf1e6b48ea522b18eadc3a65b722eae2047@hotmail.com"},"message":"Bug Fixes, improvements to light code and an extra two puzzles!\n\nFactored in rotation to width calcaulation for lightbeam code, allowing for more accurate stable code, when the rot of objects is awkward. Hitbox for raycasting was improved upon, to more perfectly match the lightbeam's width. ColourBarrier code rewritten so that it better suits the game dev's needs, many beams can now hit and the beam simple passes thru if the conditions are met. Colliders for parts of the lightbeam system were also adjusted to better suit this new code. Height crates were added for a puzzle, with a few simply checks added to allow them to function. Added in two of the games puzzles, all with those prefabs, scripts for each level was created. Endgame visual beam reaction to the puzzle being solved has been added, to better establish the puzzle is over and to indicate that the player can progress. Bug fixes with light splitters, colour beams and colour combiners were all done as well. Some required simply updates to match the new light code, others had simple logical flows errors that were corrected.","distinct":true,"url":"https://api.github.com/repos/RoryDonaldMcLean/Team4/commits/b57d2f63b814fa110cf35bd876371f857feadfa8"}]}
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