{"push_id":619202407,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"c1b6b6c001397e80dbcdf5dc14f2f4522f94b289","before":"9e8d1c339f68c0e4a2dc057c81753c288fa7c52e","commits":[{"sha":"c1b6b6c001397e80dbcdf5dc14f2f4522f94b289","author":{"email":"1cc701bcbadc21ea5ccd97e850f7b879511288de@hotmail.com","name":"ThePersister"},"message":"Spawn and Target Pos now bound to Wave!\n\nWaveHandler now requests a Spawn and Target pos for each wave, this is\nstored in the scriptable level asset when saved, the leveldrawer is\nupdated to show this and I've tested it a couple times to see whether it\nworked and it does!\n\nNote that I had to do a bit of cloning in a dirty manner just to get a\ndeep copy, one without references to the old, meaning that once level\ndata is saved, it won't be influenced by moving spawn  and target\ntransforms in the editor. Up next, Game Victory returning to the main\nmap! (Then, more turret details, handling splash damage etc. in the\nturret itself instead of the bullet.)","distinct":true,"url":"https://api.github.com/repos/ThePersister/TowerDefense/commits/c1b6b6c001397e80dbcdf5dc14f2f4522f94b289"}]}