{"push_id":881196111,"size":3,"distinct_size":3,"ref":"refs/heads/master","head":"3d11e4a3d95789942197ef429471e5859eb89329","before":"ff8553d0d89cf689c6fefe2795e84de7704f272f","commits":[{"sha":"fa8e26e3c04605a87d31417da7903b5c583e12af","author":{"email":"ed63401087340b7457e79aecc731c2711797ba51@gmx.net","name":"Markus Dolic"},"message":"Allow finishing individual quests with tester widget","distinct":true,"url":"https://api.github.com/repos/ElevenGiants/eleven-gsjs/commits/fa8e26e3c04605a87d31417da7903b5c583e12af"},{"sha":"19e8a26b010c8f5d8a58154d07049b22b69f04a2","author":{"email":"ed63401087340b7457e79aecc731c2711797ba51@gmx.net","name":"Markus Dolic"},"message":"Prevent achievement counting error after machine assembly\n\nAfter assembling a machine, processing the achievement stats update\nqueue would run into an error trying to count the nonexistent\n`machines_disassembled` stat (possibly `Object.keys` behaved\ndifferently in the JS engine used by the original GS).\nThis change avoids the issue by skipping the achievement immediately\nwhen the respective counter does not even exist.\n\nSee: trello#142 https://trello.com/c/SSLzrFyF\n(most probably not a complete fix for the issue, but likely one of\nseveral relevant bugs in that area)\n\nCloses #23","distinct":true,"url":"https://api.github.com/repos/ElevenGiants/eleven-gsjs/commits/19e8a26b010c8f5d8a58154d07049b22b69f04a2"},{"sha":"3d11e4a3d95789942197ef429471e5859eb89329","author":{"email":"ed63401087340b7457e79aecc731c2711797ba51@gmx.net","name":"Markus Dolic"},"message":"Fix achievements with multiple conditions\n\nFix a silly hash initialization bug (within a loop instead of before)\nthat was causing achievements with multiple conditions to only check\ntheir last condition.","distinct":true,"url":"https://api.github.com/repos/ElevenGiants/eleven-gsjs/commits/3d11e4a3d95789942197ef429471e5859eb89329"}]}