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AgeCommit message (Expand)Author
4 daysfeat(spectral_editor): Complete Phase 2 milestone - Full-featured web editorskal
4 daysfix(spectral_editor): Fix procedural audio and add color-coded curvesskal
4 daysfix(spectral_editor): Resolve variable name conflict in playAudioskal
4 daysfeat(tools): Add Spectral Brush Editor UI (Phase 2 of Task #5)skal
4 daysfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
4 daysdocs: Update documentation for completed build optimization (Task C)skal
4 daysfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
4 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
4 daysdocs: Update Task A status - artifacts fixed but shadows missingskal
4 daysfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
4 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
4 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
4 daysRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
4 daysfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
4 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
4 daysfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
4 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
4 daysfix: Correct mesh normal transformation and floor shadow renderingskal
4 daysdocs: Update project documentation and regenerate assetsskal
4 daysfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
4 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
4 daysfix(assets): Auto-generate smooth normals for OBJ meshes if missingskal
4 daysfeat(assets): Add dodecahedron mesh assetskal
4 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
4 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
4 dayschore: Update documentation, generated assets, and cleanupskal
4 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
4 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
4 daysmilestone(timeline-editor): Task #57 Phase 1 Complete - Production-Ready Editorskal
4 daysdocs(timeline-editor): Document WAV source and music.track visualization taskskal
4 daysfeat(timeline-editor): Add WAV file waveform visualizationskal
4 daysfeat(timeline-editor): Hide scrollbars, keep mouse wheel navigationskal
4 daysfeat(timeline-editor): Final UI polish - auto-apply, stack-order priorityskal
4 daysfix(timeline-editor): Fix effect drag jump bug and left handle constraintskal
4 daysfeat(timeline-editor): Add editable names and effect resize handlesskal
4 daysfix(timeline-editor): Fix effect dragging offset and property panel updatesskal
4 daysfeat(timeline-editor): Add re-order button and 10% viewport slackskal
4 daysfix(timeline-editor): Remove time indicator and fix sequence overlapskal
4 daysfeat(timeline-editor): Add time indicator, sequence flash, and taller viewskal
4 daysfeat(timeline-editor): Diagonal scroll following time-ordered sequence cascadeskal
4 daysfix(timeline-editor): Dynamic sequence bounds, mouse wheel scroll, responsive...skal
4 daysfeat(timeline-editor): Add hoverable sequence name overlay with fade effectskal
4 daysfeat(timeline-editor): Add floating properties panel and effect tooltipsskal
4 daysfix(timeline-editor): Fix effect stacking and add beats mode with snap-to-beatskal
4 daysdocs(timeline-editor): Reference SEQUENCE.md and add priority editing taskskal
4 daysfix(timeline-editor): Fix parser to handle actual demo.seq formatskal
4 daysdocs(timeline-editor): Add comprehensive feature roadmapskal
4 daysfeat(tools): Implement Task #57 - Interactive Timeline Editorskal
4 dayschore: Update generated asset filesskal
4 daysdocs: Add Task #57 - Interactive Timeline Editor (low priority)skal