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<title>demo.git, branch v0.1</title>
<subtitle>Vide-coded 64k demo system</subtitle>
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<updated>2026-02-03T10:00:50Z</updated>
<entry>
<title>docs: Finalize documentation and store project state</title>
<updated>2026-02-03T10:00:50Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T10:00:50Z</published>
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<id>urn:sha1:8c3c220ae0eb62488c28318b0394007170df0e1d</id>
<content type='text'>
Consolidated 'Recently Completed' sections in PROJECT_CONTEXT.md and TODO.md. Verified all recent tasks (Build System, Asset Pipeline, Shader Testing) are correctly recorded. Making a final commit to preserve current progress before moving to Platform Hygiene.
</content>
</entry>
<entry>
<title>add Claude guidelines</title>
<updated>2026-02-03T10:00:00Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T10:00:00Z</published>
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<content type='text'>
</content>
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<entry>
<title>test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)</title>
<updated>2026-02-03T09:59:08Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:59:08Z</published>
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<id>urn:sha1:124899f27b6c1ec02bfa16a57a4e43ea2b7ebac0</id>
<content type='text'>
Implemented comprehensive unit tests for ShaderComposer and a validation test for production WGSL shader assets. This ensures the shader asset pipeline is robust and that all shaders contain required entry points and snippets. Also improved InitShaderComposer to be more robust during testing.
</content>
</entry>
<entry>
<title>docs: Add sub-task for Shader Asset Testing &amp; Validation (Task #26)</title>
<updated>2026-02-03T09:15:05Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:15:05Z</published>
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<id>urn:sha1:4660ce3eec7c91a20d6d93fa3e142c1fd157e869</id>
<content type='text'>
Added a new sub-task to the project roadmap for developing comprehensive tests for ShaderComposer and WGSL shader code assets. This will ensure robustness and correctness of the shader asset pipeline.
</content>
</entry>
<entry>
<title>docs: Update project status and task lists</title>
<updated>2026-02-03T09:13:13Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:13:13Z</published>
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<id>urn:sha1:a97b2047f87c6c35a631a47c3daf6a35a9ed4d58</id>
<content type='text'>
Updated PROJECT_CONTEXT.md and TODO.md to reflect the completion of the asset conversion sub-task and the build system consolidation (Task #25).
</content>
</entry>
<entry>
<title>feat(assets): Add new drum samples and improve conversion script</title>
<updated>2026-02-03T09:11:31Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:11:31Z</published>
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<id>urn:sha1:99261b26c836dae82f108e3ca1e8a60b7e02be63</id>
<content type='text'>
Created a new script, scripts/gen_spectrograms.sh, to robustly convert all audio files in assets/originals to .spec format. The new script is more portable and provides better feedback. Added the newly generated drum and bass samples to the asset list, organizing them by type for clarity. This completes the requested sub-task.
</content>
</entry>
<entry>
<title>chore: Finalize Build System Consolidation (Task #25)</title>
<updated>2026-02-03T09:05:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T09:05:03Z</published>
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<id>urn:sha1:805f993293bd61625fe69172e2abeb7088ee5a80</id>
<content type='text'>
Updated project roadmap and to-do list to reflect the completion of the modular build system refactor.
</content>
</entry>
<entry>
<title>refactor(build): Modularize build system with static libraries</title>
<updated>2026-02-03T08:19:16Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T08:19:16Z</published>
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<id>urn:sha1:04e1c8800f81d7f01e7f52546c75fc39779f72ae</id>
<content type='text'>
Completed the first part of Task #25. Created static libraries for each subsystem (audio, gpu, 3d, util, procedural) and refactored all executables to link against them. This improves modularity and simplifies the build process. Also fixed linker errors related to glfw, wgpu, and miniaudio.
</content>
</entry>
<entry>
<title>add 'use libraries' task for the Build System</title>
<updated>2026-02-03T07:49:24Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:49:24Z</published>
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<id>urn:sha1:249ee6e8de55b2313c86299d66b1d51abcaec130</id>
<content type='text'>
</content>
</entry>
<entry>
<title>fix(assets): Resolve static initialization order fiasco</title>
<updated>2026-02-03T07:42:12Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-03T07:42:12Z</published>
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<id>urn:sha1:59c72c95b5fdd756d4b0134fad32f7a3f4daa2aa</id>
<content type='text'>
Replaces the global  array with  which wraps a local static array. This ensures the asset table is initialized on first use, preventing crashes when other globals (like shader strings) try to access assets during dynamic initialization.
</content>
</entry>
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