{"push_id":2769612660,"size":7,"distinct_size":1,"ref":"refs/heads/master","head":"b81090ecc33485bc663f87f008a82621e5860a7f","before":"33f930e6e1265a89af5a1c6a9f28247f400d184c","commits":[{"sha":"d470ff923fd117815f3e786ddd96c4e505787ea4","author":{"name":"Seb Potter","email":"7cf6af6fc23a83924c8bb00ff4270366588d8ffe@gmail.com"},"message":"Store noise parameters in json level data with planet object. Use storage buffer to pass arbitrary number of noise layers to shader so shader can build up noise from data.","distinct":false,"url":"https://api.github.com/repos/iamseb/UniverseTech/commits/d470ff923fd117815f3e786ddd96c4e505787ea4"},{"sha":"78723513f741216c720b8d87462a28da76b436f5","author":{"name":"Seb Potter","email":"7cf6af6fc23a83924c8bb00ff4270366588d8ffe@gmail.com"},"message":"Rewrote the shader pipeline, tessellation methods, normal calculations. Tessellation now based on triangle pixel size. Planet now smoothly subdivided without such visible morphing. Ocean also subdivided. Many bugfixes. Planet data now in json.\n\nNext: noise generation from json data.","distinct":false,"url":"https://api.github.com/repos/iamseb/UniverseTech/commits/78723513f741216c720b8d87462a28da76b436f5"},{"sha":"1908c56d687595068c9ceef19cfb4ebc9db5758f","author":{"name":"Seb Potter","email":"7cf6af6fc23a83924c8bb00ff4270366588d8ffe@gmail.com"},"message":"Split shaders for planet and ocean prior to implementing gertsner waves","distinct":false,"url":"https://api.github.com/repos/iamseb/UniverseTech/commits/1908c56d687595068c9ceef19cfb4ebc9db5758f"},{"sha":"7440f26df5eb25b220b595080b14e2f2602c1ec4","author":{"name":"Seb Potter","email":"7cf6af6fc23a83924c8bb00ff4270366588d8ffe@gmail.com"},"message":"We have animated, spherical gerstner waves.","distinct":false,"url":"https://api.github.com/repos/iamseb/UniverseTech/commits/7440f26df5eb25b220b595080b14e2f2602c1ec4"},{"sha":"ae6a7c0624115d4d837aa8a41b35cad6a0375073","author":{"name":"Seb Potter","email":"7cf6af6fc23a83924c8bb00ff4270366588d8ffe@gmail.com"},"message":"Made the planet much smaller, which adds a lot of detail. Limits of grid-based scheme apparent, needs new approach to LOD. End of Line.","distinct":false,"url":"https://api.github.com/repos/iamseb/UniverseTech/commits/ae6a7c0624115d4d837aa8a41b35cad6a0375073"},{"sha":"b57a4ee41c23990f787f7d2f4ce19c14ca250470","author":{"name":"Seb Potter","email":"7cf6af6fc23a83924c8bb00ff4270366588d8ffe@gmail.com"},"message":"updated screenshots","distinct":false,"url":"https://api.github.com/repos/iamseb/UniverseTech/commits/b57a4ee41c23990f787f7d2f4ce19c14ca250470"},{"sha":"b81090ecc33485bc663f87f008a82621e5860a7f","author":{"name":"Seb Potter","email":"7cf6af6fc23a83924c8bb00ff4270366588d8ffe@gmail.com"},"message":"Merge pull request #9 from iamseb/planet-level-data\n\nPlanet level data","distinct":true,"url":"https://api.github.com/repos/iamseb/UniverseTech/commits/b81090ecc33485bc663f87f008a82621e5860a7f"}]}
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