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## USER 🧑‍💻
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+why is clang-format taking so long?
+---
+
+## Session Summary (Jan 28, 2026)
+
+### Accomplishments:
+1. **Asset Management System**:
+ * Created ASSET_SYSTEM.md to define the architecture.
+ * Developed tools/asset_packer.cc to bundle external files as hex-encoded C arrays.
+ * Integrated into CMake with automatic assets.h and assets_data.cc generation.
+ * Added AssetManagerTest to verify integrity.
+2. **Code Quality & Style**:
+ * Established a rule in CONTRIBUTING.md requiring a 3-line descriptive header for all source files.
+ * Performed a project-wide pass to apply these headers to all .h and .cc files.
+ * Updated clang-format command to exclude large directories (assets/, archive/, third_party/).
+3. **Visuals & Audio**:
+ * Implemented exponential decay for audio peaks to create a smooth 'peak meter' effect for visuals.
+ * Added aspect ratio correction to the WGSL shader to prevent distortion on resize.
+ * Fixed a critical bug where STRIP_ALL was removing shader entry point names.
+4. **Platform & Build**:
+ * Added 'Q' key as an alternative to 'Esc' for quitting.
+ * Optimized macOS build flags (-dead_strip instead of --gc-sections).
+ * Improved scripts/crunch_demo.sh to use strip and gzexe on macOS, achieving a ~48KB compressed binary.
+5. **Documentation**:
+ * Updated PROJECT_CONTEXT.md, HOWTO.md, and GEMINI.md with new systems and instructions.
+
+### Status:
+* Tasks 1, 2, 3, 7, 8, and 9 from the original list are now **Complete**.
+* The demo is fully functional with audio-visual synchronization and fits within the 64k limit on macOS.