{"push_id":808221841,"size":4,"distinct_size":4,"ref":"refs/heads/master","head":"e5f33861584eea04c1fb9fc02becf0fc303d260a","before":"9b83047d322ef1db2428b98dcf1174c4395dd416","commits":[{"sha":"986aff841607c6894bdd1a8225f85ef383f99f34","author":{"email":"6f60ca63a6b7c27bc4f67b42cb0d98f5929b0824@gmail.com","name":"nils"},"message":"commented out the depthmapsize in PointCaster and shadow.fragment.glsl. Prepping to switch out the shadow system here for the one being built into core libgdx","distinct":true,"url":"https://api.github.com/repos/nstolpe/ghoststory/commits/986aff841607c6894bdd1a8225f85ef383f99f34"},{"sha":"537e3b5391668fb3b60153d025f65c1039a2f5b8","author":{"email":"6f60ca63a6b7c27bc4f67b42cb0d98f5929b0824@gmail.com","name":"nils"},"message":"commented out renderDepth and renderShadow.","distinct":true,"url":"https://api.github.com/repos/nstolpe/ghoststory/commits/537e3b5391668fb3b60153d025f65c1039a2f5b8"},{"sha":"8eb1f7cf4da9fa247dbfeae8d83188ee679aa8f3","author":{"email":"6f60ca63a6b7c27bc4f67b42cb0d98f5929b0824@gmail.com","name":"nils"},"message":"added more faces to the scene mesh. per vertex lighting and low polycount wasn't working well (only lights at corners hitting the center of the scene plane)","distinct":true,"url":"https://api.github.com/repos/nstolpe/ghoststory/commits/8eb1f7cf4da9fa247dbfeae8d83188ee679aa8f3"},{"sha":"e5f33861584eea04c1fb9fc02becf0fc303d260a","author":{"email":"6f60ca63a6b7c27bc4f67b42cb0d98f5929b0824@gmail.com","name":"nils"},"message":"changed scene model structure to avoid the angled quads and made it more edge loopy. redid the uv coords too. this made it look a lot better. vertex point isn't evident on the sand textured mess but is on the untextured cubes (they have bigger faces too)","distinct":true,"url":"https://api.github.com/repos/nstolpe/ghoststory/commits/e5f33861584eea04c1fb9fc02becf0fc303d260a"}]}