{"push_id":2467430072,"size":6,"distinct_size":6,"ref":"refs/heads/master","head":"8a1234e14d314443ab8c0bc845a7ce322f5d28c1","before":"a1b0adea13491d9b678ded0d89d0dc569c7893ff","commits":[{"sha":"0b43de33ef7ce1f1fd19e5e78c18cee2a549cd0f","author":{"name":"russell wright","email":"6d5686d6b1a7c56c2b2bf318c23063867fdac1d8@gmail.com"},"message":"Added 14 new songs, bringing the total to 80. close #127, close #128\n\nTracks from:\n- Mega Man\n- Bionic Commando\n- Legendary Wings","distinct":true,"url":"https://api.github.com/repos/duckfist/MM2Random/commits/0b43de33ef7ce1f1fd19e5e78c18cee2a549cd0f"},{"sha":"e1404421a4d6d5cf1f874e44ba5b76e543ba7c52","author":{"name":"russell wright","email":"6d5686d6b1a7c56c2b2bf318c23063867fdac1d8@gmail.com"},"message":"Fixed nasty crash from sometimes happening when loading the weapon get screen - this was due to a bug in the music prepatch, where I accidentally changed the noise channel of the Weapon Get theme. Close #133\n\nAlso added more tracks from Legendary Wings (Stage 5 song is so good).","distinct":true,"url":"https://api.github.com/repos/duckfist/MM2Random/commits/e1404421a4d6d5cf1f874e44ba5b76e543ba7c52"},{"sha":"27d7bd08471664c038e83d543be934c5a8cc544d","author":{"name":"russell wright","email":"6d5686d6b1a7c56c2b2bf318c23063867fdac1d8@gmail.com"},"message":"- Removed ceiling from Flash Man's room, close #130.\n\n- Small adjustment to Airman's jump height.\n- 4 Robot Masters now take double damage from buster instead of 2\n- Cleaned up some code, made it easier to test bosses in different boss rooms","distinct":true,"url":"https://api.github.com/repos/duckfist/MM2Random/commits/27d7bd08471664c038e83d543be934c5a8cc544d"},{"sha":"820c8a7daa063de9a6dd0b0818526af19fc8b412","author":{"name":"russell wright","email":"6d5686d6b1a7c56c2b2bf318c23063867fdac1d8@gmail.com"},"message":"Fixed M-445 deactivators not being placed, close #131","distinct":true,"url":"https://api.github.com/repos/duckfist/MM2Random/commits/820c8a7daa063de9a6dd0b0818526af19fc8b412"},{"sha":"0d5368d7c39f011862d088eb0aa2f32b3b7890c4","author":{"name":"russell wright","email":"6d5686d6b1a7c56c2b2bf318c23063867fdac1d8@gmail.com"},"message":"Breakthrough. Found the root cause behind enemies occasionally spawning with the wrong graphics. When placing the last enemy into a room (after enemy types for the room have been chosen), if the chosen enemy is an activator, we try to replace it with a different enemy. If replaced, the new \"EnemyType\" doesn't get saved, only the \"ID\". After the room has been populated, the graphics are chosen based on the new EnemyTypes - so if the replaced enemy isn't placed anywhere else, its EnemyType never gets added to the list that populates the graphics. In the fix, we now properly save the new enemy type when the original gets replaced. Close #110.","distinct":true,"url":"https://api.github.com/repos/duckfist/MM2Random/commits/0d5368d7c39f011862d088eb0aa2f32b3b7890c4"},{"sha":"8a1234e14d314443ab8c0bc845a7ce322f5d28c1","author":{"name":"russell wright","email":"6d5686d6b1a7c56c2b2bf318c23063867fdac1d8@gmail.com"},"message":"roll version up to 0.3.8, cleaned comments in music.txt","distinct":true,"url":"https://api.github.com/repos/duckfist/MM2Random/commits/8a1234e14d314443ab8c0bc845a7ce322f5d28c1"}]}
{"actor":{"display_login":"duckfist"}}