{"push_id":799075988,"size":2,"distinct_size":2,"ref":"refs/heads/vert","head":"8960d74ad75bf5c1e585319f5ddeb8249565356c","before":"4c2788140e850538ca2f638642c459cf878fe200","commits":[{"sha":"8fef57189266edc5d6891a802f25f6b8221f8e0f","author":{"email":"f9791342c5930d053862397861a8fffa7bc4f6aa@gmail.com","name":"Lioncash"},"message":"VertexShaderManager: Get rid of float pointer casts\n\nMany of these aren't even particularly necessary, as the underlying type\nis u32, and many of the casts are done where a memcpy is subsequently\nexecuted, which makes the explicit type irrelevant.","distinct":true,"url":"https://api.github.com/repos/lioncash/dolphin/commits/8fef57189266edc5d6891a802f25f6b8221f8e0f"},{"sha":"8960d74ad75bf5c1e585319f5ddeb8249565356c","author":{"email":"f9791342c5930d053862397861a8fffa7bc4f6aa@gmail.com","name":"Lioncash"},"message":"VertexShaderManager: Get rid of other magic constants","distinct":true,"url":"https://api.github.com/repos/lioncash/dolphin/commits/8960d74ad75bf5c1e585319f5ddeb8249565356c"}]}