{"push_id":659195263,"size":1,"distinct_size":1,"ref":"refs/heads/aclient","head":"9035978ce71d76e244763f624047dffe34ead6ae","before":"14cdc6c4cf3a98e121247a8529af110d5eb63698","commits":[{"sha":"9035978ce71d76e244763f624047dffe34ead6ae","author":{"email":"adfda3fed6234c726745b004cf88000c119f8601@gmail.com","name":"skittles1"},"message":"Refactor D3D lighting code.\n\nInstead of traversing the BSP tree once and checking each light against\neach vertex of each floor, ceiling and wall, the renderer now traverses\nthe tree for every light.\n\nIf the light isn't present in the bounding box of the node, traversal\nstops at that node and the other branches of the tree are checked. This\nis exponentially? faster than how it was being done.","distinct":true,"url":"https://api.github.com/repos/skittles1/Meridian59_103/commits/9035978ce71d76e244763f624047dffe34ead6ae"}]}