{"push_id":716638137,"size":72,"distinct_size":0,"ref":"refs/heads/development","head":"5caf62b19f235dc195c388ac229185c2b4968252","before":"b30b5d907623a89ddb812992de1b0c588f0f41cf","commits":[{"sha":"f18dd9e4384dec5d5ca4dc8cb12ee95128bc49d3","author":{"email":"1f2bf2c2089ccc418c647d3b73436985756b4287@hotmail.com","name":"Azaezel"},"message":"glow buffer debug visualiser\n\npure script, there will be several of these using identical methodology for deferred. displays a given buffer via the\n texture[0] = \"#glowbuffer\"; entry,\npassed along to a given shader via the\nsamplerNames[0] = \"glowBuffer\";entry\nwhich corresponds to an expected variable name and register.\n\nas much documentation for later as 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https://github.com/GarageGames/Torque3D/issues/1127","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/9571ad7e83ff240a07853ac2a448b17a525b6e3d"},{"sha":"21443df6418d2e93e882df7d4741e4320d492b1c","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Added missing VS2012 template files to Empty template.","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/21443df6418d2e93e882df7d4741e4320d492b1c"},{"sha":"fac856c0539b1c5f549abacf9ec9b83244b3c74f","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Merge pull request #1269 from eightyeight/add-vs2012-to-empty\n\nAdded missing VS2012 template files to Empty template","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/fac856c0539b1c5f549abacf9ec9b83244b3c74f"},{"sha":"4a705c875c071877a6660995b898b46d76ab8469","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Move the Vagrant config into a distro-specific folder.","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/4a705c875c071877a6660995b898b46d76ab8469"},{"sha":"656c04abc73eb3c3175f81f1c2521ab66d602832","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Merge pull request #1278 from eightyeight/tweak-vagrant\n\nTweak Vagrant","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/656c04abc73eb3c3175f81f1c2521ab66d602832"},{"sha":"977791bad2eebc9badc860c264bb6d6482a84733","author":{"email":"718c3ed36e4a0aa9e46b8a1ee3d78efb16cf9c7b@gmail.com","name":"Areloch"},"message":"Fixes #1257\n\nThe editor didn't test that a mission area actually existed, so when you switched to the editor, it would trigger the crash.\n\nIt now tests if there is a mission area when switching to the editor tool, and if there is not, prompts for the creation of a new one, similar to the auto-prompt for creating terrain blocks.","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/977791bad2eebc9badc860c264bb6d6482a84733"},{"sha":"f8d41a2b96c2188e2146219d683c6fae0b7f88e4","author":{"email":"1f2bf2c2089ccc418c647d3b73436985756b4287@hotmail.com","name":"Azaezel"},"message":"Merge pull request #1283 from Azaezel/randiiiiiii\n\ncorrects getrandom to behave as documented.","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/f8d41a2b96c2188e2146219d683c6fae0b7f88e4"},{"sha":"2f69ffd2d43bfc7b80201348ca7557f48da2d448","author":{"email":"718c3ed36e4a0aa9e46b8a1ee3d78efb16cf9c7b@gmail.com","name":"Areloch"},"message":"Fixes issue #1277\n\nAdds the file path to the saveDataFile call (missionpath\\missionname.forest as the format)\n\nThis correctly utilizes the forest object's datafile field if it's set.\nIf not, it will create a new forest item with the missionPath\\missionName.forest convention.\n\nThis also removes the checks for the hardcoded \"theForest\" forest object name, so that if it is renamed for some reason, it doesn't break.\n\nLastly, this corrects a minor semi-related bug, where if you are in the forest editor and have a brush selected, and then click to paint, but no forest object currently exists, it prompts to create one. Once the forest object is created, it would trigger the editor to inspect the newly made forest object. If you attempted to paint the currently selected brush, there was a mis-match in the inspector information, and it would trigger a crash.\n\nThis has been corrected by re-initializing the forest editor's selected tool mode so it can be utilized immediately after the forest object is created.","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/2f69ffd2d43bfc7b80201348ca7557f48da2d448"},{"sha":"eb0351139e2c3ec1016f17c84776e1d84f3b1639","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Merge pull request #1288 from eightyeight/issue1277\n\nIssue 1227","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/eb0351139e2c3ec1016f17c84776e1d84f3b1639"},{"sha":"3a457749ec7dba8ae8f2d3220ee3a125997824df","author":{"email":"d092eb11f6d4ecd368c05e395455102ecf3e697d@gmail.com","name":"James Urquhart"},"message":"Oculus VR DK2 Support\n\n- Updated to work with 0.5.x SDK\n- Uses Oculus Rendering rather than PostFX\n- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice\n- Implements an Offscreen Canvas for in-game gui with oculus\n- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/3a457749ec7dba8ae8f2d3220ee3a125997824df"},{"sha":"3ddd9b8a4c72025e763f476dadabb3fbf2d2b8e4","author":{"email":"2d71bda92620792dd458225273c63a74bd40179a@gmail.com","name":"RichardRanft"},"message":"Add static String::isEmpty(const char*) method and use it to verify path for Forest::saveDataFile() is not empty.","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/3ddd9b8a4c72025e763f476dadabb3fbf2d2b8e4"},{"sha":"12d435c3419bc0d76acfd70d8c2094d11c67cdce","author":{"email":"d092eb11f6d4ecd368c05e395455102ecf3e697d@gmail.com","name":"James Urquhart"},"message":"Remove value constructors for ConsoleValueRef & fix callbacks which use them. Fixes issue #1289","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/12d435c3419bc0d76acfd70d8c2094d11c67cdce"},{"sha":"2aca5f6ee71c0e3f860101a550a4e81334320d49","author":{"email":"d092eb11f6d4ecd368c05e395455102ecf3e697d@gmail.com","name":"James Urquhart"},"message":"Remove unused stereo target codepath in Oculus code","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/2aca5f6ee71c0e3f860101a550a4e81334320d49"},{"sha":"69f2efab8f86718914b3bbe5f6f6789be87b6c60","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Merge remote-tracking branch 'lukaspj/Fuzzy-texture-border-fix' into release-3.7","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/69f2efab8f86718914b3bbe5f6f6789be87b6c60"},{"sha":"f3199b04e49b74206c892cec4d5d178830fbd6eb","author":{"email":"d7f68753996b53646aaf6c459e86c38cb467e16c@gmail.com","name":"Levitator1"},"message":"Fix for no sound output under Linux","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/f3199b04e49b74206c892cec4d5d178830fbd6eb"},{"sha":"ae4ac53592b2949eeeda73ebf36fdad55a6fae61","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Remove comments.","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/ae4ac53592b2949eeeda73ebf36fdad55a6fae61"},{"sha":"d4e5b47195b7b0f00f987b96d4257d5c16405bea","author":{"email":"56dea09211ff8f84627cf86bfb0b7494409ee827@gmail.com","name":"Daniel Buckmaster"},"message":"Merge branch 'linux-sound' into release-3.7","distinct":false,"url":"https://api.github.com/repos/eightyeight/Torque3D/commits/d4e5b47195b7b0f00f987b96d4257d5c16405bea"}]}