{"push_id":910156436,"size":6,"distinct_size":6,"ref":"refs/heads/master","head":"26250d1a30a34de1bce2dc3ae9465cb9c04d4671","before":"a1f7a7c0e8c64f24bbb9fc4b0d0d12c38303e7b4","commits":[{"sha":"ce0f1498a8788264b5cb6b976c1b57735a894e3f","author":{"email":"8acc9dd146e1cf93a8c0f899e2964e13e84c8801@gmx.de","name":"David Dormagen"},"message":"Clonk vocals: use GetSoundSkinName instead of skin_name when checking for available sounds\n\nPreviously, PlaySoundShock was defective with the \"Adventurer\" skin.","distinct":true,"url":"https://api.github.com/repos/openclonk/openclonk/commits/ce0f1498a8788264b5cb6b976c1b57735a894e3f"},{"sha":"d7b2ef9f75c4ee5bca11f2c703ac1630592ebfa4","author":{"email":"8acc9dd146e1cf93a8c0f899e2964e13e84c8801@gmx.de","name":"David Dormagen"},"message":"prevent clonk idle animation when in dialogs and reduced frequency of idle sound (#1506)\n\nThis doesn't work for intros, though, because they use simple messages. We should unify the systems to only have one dialogue system that uses new-style-menus and implement required features in those menus..","distinct":true,"url":"https://api.github.com/repos/openclonk/openclonk/commits/d7b2ef9f75c4ee5bca11f2c703ac1630592ebfa4"},{"sha":"d038452ff65bca3e102fb531442995c9f28c6097","author":{"email":"8acc9dd146e1cf93a8c0f899e2964e13e84c8801@gmx.de","name":"David Dormagen"},"message":"deep sea mining: capitalized some \"i\" and replaced missing sounds in the intro","distinct":true,"url":"https://api.github.com/repos/openclonk/openclonk/commits/d038452ff65bca3e102fb531442995c9f28c6097"},{"sha":"abf578ec7101ff1988a61000e2830c2ecadc2925","author":{"email":"8acc9dd146e1cf93a8c0f899e2964e13e84c8801@gmx.de","name":"David Dormagen"},"message":"axe: fixed striking time and added \"swing\" sound\n\nThe usage of the wrong constant for the striking time was fixed in https://git.openclonk.org/openclonk.git/commit/65b5c4bef683f6cb1ff4b5732946a803a7c69d94 .\nThis broke striking with the axe completely, though, because it was just soo annoyingly slow - slow-mo. axe, anyone? And it doesn't even deal damage, wow.","distinct":true,"url":"https://api.github.com/repos/openclonk/openclonk/commits/abf578ec7101ff1988a61000e2830c2ecadc2925"},{"sha":"df5a9ebb26c8ca682e25f5fd04db3fb36b4cd39e","author":{"email":"8acc9dd146e1cf93a8c0f899e2964e13e84c8801@gmx.de","name":"David Dormagen"},"message":"axe: increase damage (against livings)\n\nThe axe could always be used as a weapon. It dealt such a low amount of damage that it was basically useless, though. Hits required to kill a Clonk are now 9 (down from 17). The axe is still a lot weaker and slower than the sword.\nIt's just not ridiculously stupid anymore to try to use the axe as a weapon now.\n\nWe are now not trying to deceive the players anymore (who might have actually THOUGHT that the axe was usable as a weapon, because it is used just like the sword).\nThe alternative would be to disable the weapon-use completely.","distinct":true,"url":"https://api.github.com/repos/openclonk/openclonk/commits/df5a9ebb26c8ca682e25f5fd04db3fb36b4cd39e"},{"sha":"26250d1a30a34de1bce2dc3ae9465cb9c04d4671","author":{"email":"8acc9dd146e1cf93a8c0f899e2964e13e84c8801@gmx.de","name":"David Dormagen"},"message":"club: introduced some sensible limits to the speed calculation\n\nThis means that ice, melted down to 10%, does not become a 9mm bullet anymore. It also means that all objects are at least visibly moved - e.g. when deflecting arrows.","distinct":true,"url":"https://api.github.com/repos/openclonk/openclonk/commits/26250d1a30a34de1bce2dc3ae9465cb9c04d4671"}]}