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<title>demo.git/src/generated, branch v0.1</title>
<subtitle>Vide-coded 64k demo system</subtitle>
<id>https://git.taar-o.com/demo.git/atom?h=v0.1</id>
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<updated>2026-02-02T22:45:36Z</updated>
<entry>
<title>remove generated assets which shouldn't be in git</title>
<updated>2026-02-02T22:45:36Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T22:45:36Z</published>
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<id>urn:sha1:e8f9be08aac59ee30e05b85b914d2b23e95326d5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>update the melody a bit</title>
<updated>2026-02-02T22:44:14Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T22:44:14Z</published>
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<id>urn:sha1:15a92927e7671a090199fb60f192de2298c22663</id>
<content type='text'>
</content>
</entry>
<entry>
<title>feat: Complete audio tracker system integration and tests</title>
<updated>2026-02-02T22:26:16Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T22:26:16Z</published>
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<id>urn:sha1:2519948f03a8fc467614bdfbdf5bd3e065dbcb5e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>feat(test): Add comprehensive math and shader composer tests</title>
<updated>2026-02-02T16:41:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:41:03Z</published>
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<id>urn:sha1:dd8203877476993541a2c0e743a5d636fa6ea275</id>
<content type='text'>
- Implemented test_shader_composer.cc to verify WGSL snippet assembly.
- Expanded test_maths.cc with rigorous matrix inversion and transposition checks.
- Verified that A * inv(A) equals Identity for various TRS combinations.
- Updated CMakeLists.txt to include the new test targets.
</content>
</entry>
<entry>
<title>chore: Apply final code formatting and cleanup</title>
<updated>2026-02-02T16:00:32Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T16:00:32Z</published>
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<id>urn:sha1:be2477c0fa161689ff02ec96b177a26594f1925b</id>
<content type='text'>
</content>
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<entry>
<title>fix(3d): Unify all objects to SDF path for consistent shadows</title>
<updated>2026-02-02T15:39:15Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T15:39:15Z</published>
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<id>urn:sha1:5354b5dc0b67f775fe173f2968f2e01023e45e21</id>
<content type='text'>
- Updated ObjectData to include inv_model for reliable world-to-local mapping.
- Enabled SDF raymarching path for all objects in test_3d_render (floor is now a large SDF BOX).
- Implemented robust normal calculation using SDF gradient for all objects.
- Standardized lighting (light_dir = 1,1,1) and diffuse+ambient model.
- Refined calc_shadow with instance-based skip_idx and robust bias.
- Fixed non-uniform scale handling in shader by extracting min scale from model matrix.
</content>
</entry>
<entry>
<title>fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs</title>
<updated>2026-02-02T14:55:03Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T14:55:03Z</published>
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<id>urn:sha1:c194f59e171a1e58ce1704f37d99ffcd09a42433</id>
<content type='text'>
- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
</content>
</entry>
<entry>
<title>fix(3d): Resolve shader validation error and tune shadows</title>
<updated>2026-02-02T13:05:31Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T13:05:31Z</published>
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<id>urn:sha1:9048115d66cb5ad18e37aad7d48cb6a708b3c3d5</id>
<content type='text'>
- Fixed 'redefinition of light_dir' shader validation error by centralizing the light definition at the top of fs_main.
- Further brightened the floor in 'test_3d_render' for better shadow contrast.
- Reduced shadow bias and made the light more vertical to ensure shadows are clearly visible on all surfaces.
</content>
</entry>
<entry>
<title>fix(build): Add compatibility for older wgpu-native headers</title>
<updated>2026-02-02T11:24:29Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T11:24:29Z</published>
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<id>urn:sha1:e7fc9b3adeb37cb10726718e512b0da8dc49bc11</id>
<content type='text'>
- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build.
- This resolves the build failures in the Windows CI/check script.
</content>
</entry>
<entry>
<title>refactor(build): Centralize generated files and clean up project layout</title>
<updated>2026-02-02T11:19:10Z</updated>
<author>
<name>skal</name>
<email>pascal.massimino@gmail.com</email>
</author>
<published>2026-02-02T11:19:10Z</published>
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<id>urn:sha1:dc47af28f09705d28e9975867d7fad9a395f9163</id>
<content type='text'>
- Task A: Centralized all generated code (assets, timeline) into a single  directory to create a single source of truth.
- Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree.
- Task B: Vertically compacted all C/C++ source files by removing superfluous newlines.
- Task C: Created a top-level README.md with project overview and file descriptions.
- Task D: Moved non-essential documentation into a  directory to reduce root-level clutter.
</content>
</entry>
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