{"push_id":907564081,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"ccdfcd1d3599b5df1bbabca77702d47de03ab0c9","before":"162f2822ccff431da533409946eaa9e2a3a3fb85","commits":[{"sha":"ccdfcd1d3599b5df1bbabca77702d47de03ab0c9","author":{"email":"c789dd42990af7cd3d9955778b755298f03001fc@uico.com","name":"Greg Lindsey"},"message":"Lighting optimization\n\nLighting is no longer calculated in the weird \"two-pass\" way it was\nbeing done before. As a result is it much faster to calculate, and will\nallow for nifty effects down the line like semi-opaque objects.\n\nAlso fixed a gradient quad bug that was causing subtle issues with wall\nlighting.\n\nWall lighting is a little strange right now, probably because I'm\nfudging it a bit. Will have to investigate later.","distinct":true,"url":"https://api.github.com/repos/glindsey/MetaHack/commits/ccdfcd1d3599b5df1bbabca77702d47de03ab0c9"}]}