{"push_id":2076075102,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"2e35228ba91205dbfb212e0795a050b59b740dc0","before":"4f48bbf13e91a1fe299af87dc6ccb31056bba50f","commits":[{"sha":"2e35228ba91205dbfb212e0795a050b59b740dc0","author":{"name":"Thomas Fisher","email":"b29469f3f8a6583c569b7bbb873c90582294071f@ntlworld.com"},"message":"Object Pooling + Evolution Controller\n\nBolts are now pooled rather than instantiated and deleted upon every\nFire() action.\n\nAn evolution controller has been made to store evolution logic. An\nindividual script stores the attributes that will be used for crossover\nand mutation for each individual.","distinct":true,"url":"https://api.github.com/repos/ThomasFisherSE/EvolutionaryGame/commits/2e35228ba91205dbfb212e0795a050b59b740dc0"}]}
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