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2 daysdocs: Milestone - FFT-based DCT/IDCT Complete (February 6, 2026)skal
2 daysfix(audio): Remove Hamming window from synthesis (before IDCT)skal
2 daysfix(editor): Apply window to spectrum before IDCT, not afterskal
2 daysfix(audio): Scale procedural note generation for orthonormal DCTskal
2 daysfix(audio): Regenerate spectrograms with orthonormal DCTskal
2 daysfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
2 daysfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
2 daysdocs: Milestone - Shader Stability & Test Infrastructure (February 6, 2026)skal
2 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
2 daysfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
2 daysfeat(spectral_editor): Complete Phase 2 milestone - Full-featured web editorskal
3 daysfix(spectral_editor): Fix procedural audio and add color-coded curvesskal
3 daysfix(spectral_editor): Resolve variable name conflict in playAudioskal
3 daysfeat(tools): Add Spectral Brush Editor UI (Phase 2 of Task #5)skal
3 daysfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
3 daysdocs: Update documentation for completed build optimization (Task C)skal
3 daysfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
3 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
3 daysdocs: Update Task A status - artifacts fixed but shadows missingskal
3 daysfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
3 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
3 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
3 daysRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
3 daysfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
3 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
3 daysfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
3 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
3 daysfix: Correct mesh normal transformation and floor shadow renderingskal
3 daysdocs: Update project documentation and regenerate assetsskal
3 daysfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
3 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
3 daysfix(assets): Auto-generate smooth normals for OBJ meshes if missingskal
3 daysfeat(assets): Add dodecahedron mesh assetskal
3 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
3 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
3 dayschore: Update documentation, generated assets, and cleanupskal
3 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
3 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
3 daysmilestone(timeline-editor): Task #57 Phase 1 Complete - Production-Ready Editorskal
3 daysdocs(timeline-editor): Document WAV source and music.track visualization taskskal
3 daysfeat(timeline-editor): Add WAV file waveform visualizationskal
3 daysfeat(timeline-editor): Hide scrollbars, keep mouse wheel navigationskal
3 daysfeat(timeline-editor): Final UI polish - auto-apply, stack-order priorityskal
3 daysfix(timeline-editor): Fix effect drag jump bug and left handle constraintskal
3 daysfeat(timeline-editor): Add editable names and effect resize handlesskal
3 daysfix(timeline-editor): Fix effect dragging offset and property panel updatesskal
3 daysfeat(timeline-editor): Add re-order button and 10% viewport slackskal
3 daysfix(timeline-editor): Remove time indicator and fix sequence overlapskal
3 daysfeat(timeline-editor): Add time indicator, sequence flash, and taller viewskal
3 daysfeat(timeline-editor): Diagonal scroll following time-ordered sequence cascadeskal