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diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index e176179..b59fdbc 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -55,6 +55,9 @@ Style: #### Milestone: Audio Lifecycle Refactor (February 5, 2026) - **Task #56: AudioEngine Implementation**: Completed 4-phase refactor to eliminate fragile initialization order dependency between synth and tracker. **Phase 1 (Design & Prototype)**: Created `AudioEngine` class and `SpectrogramResourceManager` for unified lifecycle management with lazy loading. **Phase 2 (Test Migration)**: Migrated all tracker tests to use AudioEngine (test_tracker.cc, test_tracker_timing.cc, test_variable_tempo.cc, test_wav_dump.cc). **Phase 3 (Production Integration)**: Updated main.cc to use AudioEngine, fixed pre-existing procedural texture crash (flash_cube_effect.cc, hybrid_3d_effect.cc). **Phase 4 (Cleanup & Documentation)**: Removed backwards compatibility (synth_init from audio_init), updated HOWTO.md and CONTRIBUTING.md with usage patterns. Result: All 20 tests pass, binary size impact <500 bytes, initialization fragility eliminated. +#### Milestone: Build System Optimization (February 6, 2026) +- **Task C: CMake Dependency Graph Optimization**: Resolved critical build correctness bugs and improved developer iteration speed. **Header Split**: Refactored monolithic `asset_manager.h` (61 lines) into three focused headers: `asset_manager_dcl.h` (forward declarations for AssetId), `asset_manager.h` (core GetAsset/DropAsset API), and `asset_manager_utils.h` (typed helpers for TextureAsset/MeshAsset). Updated 17 source files to use appropriate headers. **Asset Dependency Tracking**: Implemented file-level dependency tracking for all 42 demo assets and 17 test assets. CMake now correctly tracks individual `.wgsl` shaders, `.spec` audio files, and `.obj` mesh files. **Critical Bug Fixed**: Changing shader files was NOT triggering asset regeneration, resulting in stale code in binaries. Developers had to manually `touch demo_assets.txt` as workaround. Now works correctly. **Performance**: Editing TextureAsset/MeshAsset helpers improved from 4.82s to 2.01s (58% faster). Shader edits now trigger correct 3.5s rebuild (was 0.28s with no rebuild - incorrect). **Implementation**: Added `parse_asset_list()` CMake function that parses `demo_assets.txt` format (`ASSET_NAME, COMPRESSION, FILENAME, DESC`) and extracts individual file paths for dependency tracking. All 20 tests pass. Zero functionality regressions. + #### Milestone: Interactive Timeline Editor (February 5, 2026) 🎉 - **Task #57 Phase 1: Production-Ready Timeline Editor**: Created fully functional web-based editor for `demo.seq` timeline files. **Core Features**: Load/save demo.seq with BPM parsing, Gantt-style visual timeline, drag & drop sequences/effects with snap-to-beat, resize handles (left/right) allowing negative relative times, stack-order based priority system (Up/Down buttons + "Same as Above" toggle), floating auto-apply properties panel, diagonal mouse wheel scroll with 10% viewport slack, dynamic sequence bounds calculation, delete/add sequences, re-order by time. **Audio Visualization**: WAV waveform display above timeline using Web Audio API, scales with zoom (pixels per second), documented integration with `--dump_wav` flag for aligning sequences with actual demo audio output. **UI Polish**: Hoverable sequence names (large centered, fades on hover), hidden scrollbars, crosshair cursor on waveform, flash animation on active sequence change, clean minimal interface. **Bug Fixes**: Resolved critical e.target vs e.currentTarget drag offset bug, fixed sequence overlap with cumulative Y positioning, corrected effect relative time calculations. **Files**: `tools/timeline_editor/index.html` (~1200 lines pure HTML/CSS/JS, no dependencies), `README.md` (usage guide, wav_dump integration docs), `ROADMAP.md` (3 phases, 117-161 hour estimate). **Next**: Phase 1.2 (Add Effect button), Phase 2.5 (music.track visualization overlay). **Impact**: Visual timeline editing now production-ready, eliminates manual text editing for sequence placement and timing adjustments. |
