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12 daysdocs: Add low-priority tasks for tempo control and asset debuggingskal
12 daysclean up main.ccskal
12 daysfix(audio): Normalize procedurally generated notes to consistent RMS levelskal
12 daysfix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guardsskal
12 daysfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
12 daysfix(audio): Clean up stale spectrograms and fix asset referencesskal
12 daysdocs: Document specplay tool and add future enhancement roadmapskal
12 daysfix(audio): Fix spectrogram amplification issue and add diagnostic toolskal
12 daysdocs: Mark Task #53 (Particles Shader Polish) as completeskal
12 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
12 daysdocs(spectral_editor): Add feature roadmap for planned enhancementsskal
12 daysdocs: Document FFT-based DCT/IDCT milestone in project contextskal
12 daysdocs: Milestone - FFT-based DCT/IDCT Complete (February 6, 2026)skal
12 daysfix(audio): Remove Hamming window from synthesis (before IDCT)skal
12 daysfix(editor): Apply window to spectrum before IDCT, not afterskal
12 daysfix(audio): Scale procedural note generation for orthonormal DCTskal
12 daysfix(audio): Regenerate spectrograms with orthonormal DCTskal
12 daysfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
12 daysfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
12 daysdocs: Milestone - Shader Stability & Test Infrastructure (February 6, 2026)skal
12 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
12 daysfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
12 daysfeat(spectral_editor): Complete Phase 2 milestone - Full-featured web editorskal
12 daysfix(spectral_editor): Fix procedural audio and add color-coded curvesskal
12 daysfix(spectral_editor): Resolve variable name conflict in playAudioskal
12 daysfeat(tools): Add Spectral Brush Editor UI (Phase 2 of Task #5)skal
13 daysfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
13 daysdocs: Update documentation for completed build optimization (Task C)skal
13 daysfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
13 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
13 daysdocs: Update Task A status - artifacts fixed but shadows missingskal
13 daysfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
13 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
13 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
13 daysRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
13 daysfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
13 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
13 daysfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
13 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
13 daysfix: Correct mesh normal transformation and floor shadow renderingskal
13 daysdocs: Update project documentation and regenerate assetsskal
13 daysfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
13 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
13 daysfix(assets): Auto-generate smooth normals for OBJ meshes if missingskal
13 daysfeat(assets): Add dodecahedron mesh assetskal
13 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
13 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
13 dayschore: Update documentation, generated assets, and cleanupskal
13 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
13 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal