{"push_id":857589341,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"dd302d406021a7080509bc8a2240e7f58529e38f","before":"abb21b0a52dabb0bde7d73b3c031252e831c3f77","commits":[{"sha":"dd302d406021a7080509bc8a2240e7f58529e38f","author":{"email":"2874aef5e0f9cb689545b0948b701ef9ea572019@gmail.com","name":"Chris Smith"},"message":"Commodity grid and Esc button\n\n* Fixed the null reference issue. The prefab didn't have the script\nbeing referenced, even though the original primitive in the scene did.\nHad to add it to the prefab, and it fixed the issue\n* Added a method to close windows in reverse order when the ESC button\nis pressed. Had an issue when openWindowList.count wasn't taking the\nzero-ness of the list into consideration, but then once the ESC button\nwas pressed, it closed the top-most window (last into the bucket).\n* Turned off the navigation trail option on the \"Commodity Menu\" button\non the main station menu because with that turned on, it took the\nspacebar to mean \"click this button\", so using space to re-activate the\nship nav clicked the button, re-opening the commodity menu.","distinct":true,"url":"https://api.github.com/repos/Scopique/ProjectUniverse/commits/dd302d406021a7080509bc8a2240e7f58529e38f"}]}