{"push_id":673179251,"size":2,"distinct_size":2,"ref":"refs/heads/master","head":"5bc185a133c9e0197b51c7651f74b56b565a3c60","before":"90b6c7cd7eedc2a6d032955ca69aa874443799ea","commits":[{"sha":"758be01440a1339852771a585169fea50fe6b99c","author":{"email":"5edfec1d43f13cf19763caf135fe73404017b988@gmail.com","name":"André Roberge"},"message":"replace 'other' by 'tiles'","distinct":true,"url":"https://api.github.com/repos/aroberge/reeborg/commits/758be01440a1339852771a585169fea50fe6b99c"},{"sha":"5bc185a133c9e0197b51c7651f74b56b565a3c60","author":{"email":"5edfec1d43f13cf19763caf135fe73404017b988@gmail.com","name":"André Roberge"},"message":"Changing mud tile handling in major way (see details)\n\nI've changed the way mud tiles are defined in world.\nInstead of something symbolically like  \"tiles\" : \"mud\" : [(x1, y1), (x2, y3)]\nI now have  \"tiles\": {(x1, y1): \"mud\", (x2, y2): \"mud\"}\n\nThis allow to easily check if there is a certain type of tile at a given\nlocation.\n\nI also changed the order of loading of script since translations\nwere required earlier.","distinct":true,"url":"https://api.github.com/repos/aroberge/reeborg/commits/5bc185a133c9e0197b51c7651f74b56b565a3c60"}]}