{"push_id":672827483,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"89ed9d8277ff4b9ad79e782dbceb8ea9fb5df75f","before":"28b74a1defbce7a4ac70b1309784939b7b51a909","commits":[{"sha":"89ed9d8277ff4b9ad79e782dbceb8ea9fb5df75f","author":{"email":"e6caa23894ae2c6f9b6e7781ed61e9abd9984de4@gmail.com","name":"Stealthmate"},"message":"Big overhaul. Switched to GLFW.\n...and many more\n\n - Switched from SFML to GLFW. Completely.\n - Complete overhaul of Input. It should be working pretty good now.\n - Added some typedefs here and there, nothing too interesting.\n - Removed GraphicObject from GameObject.\n - - GameObject is now way more abstract and has no meaning as it is.\n - - GameObject does NOT provide default functionality anymore.\n - - Game objects should be classes deriving from GameObject and implementing what they need.\n - Removed some obsolete files.\n - Changed the testing scenery a bit - removed the walls.\n - Screen now updates INDEPENDENTLY of what is being drawn. That is, it doesn't take any GameObjects to draw. Those will be drawn on a scenery, which will be bound to a screen.\n - Minor imporvement of Polygon triangulation. Triangles are now actually pointers to vertices, instead of actual triangles, storing values. This should be faster and should NOT require retriangulation every time the shape is transformed.","distinct":true,"url":"https://api.github.com/repos/Stealthmate/DevaEngine/commits/89ed9d8277ff4b9ad79e782dbceb8ea9fb5df75f"}]}