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Vide-coded 64k demo system
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Author
13 hours
docs: Add low-priority tasks for tempo control and asset debugging
skal
13 hours
clean up main.cc
skal
17 hours
fix(audio): Normalize procedurally generated notes to consistent RMS level
skal
17 hours
fix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guards
skal
17 hours
feat(audio): Add RMS normalization to spectool for consistent sample loudness
skal
17 hours
fix(audio): Clean up stale spectrograms and fix asset references
skal
17 hours
docs: Document specplay tool and add future enhancement roadmap
skal
17 hours
fix(audio): Fix spectrogram amplification issue and add diagnostic tool
skal
18 hours
docs: Mark Task #53 (Particles Shader Polish) as complete
skal
18 hours
feat(particles): Implement transparent circular particles with alpha blending...
skal
18 hours
docs(spectral_editor): Add feature roadmap for planned enhancements
skal
18 hours
docs: Document FFT-based DCT/IDCT milestone in project context
skal
18 hours
docs: Milestone - FFT-based DCT/IDCT Complete (February 6, 2026)
skal
18 hours
fix(audio): Remove Hamming window from synthesis (before IDCT)
skal
19 hours
fix(editor): Apply window to spectrum before IDCT, not after
skal
19 hours
fix(audio): Scale procedural note generation for orthonormal DCT
skal
19 hours
fix(audio): Regenerate spectrograms with orthonormal DCT
skal
19 hours
feat(audio): Integrate FFT-based DCT/IDCT into audio engine and tools
skal
19 hours
fix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering method
skal
21 hours
docs: Milestone - Shader Stability & Test Infrastructure (February 6, 2026)
skal
21 hours
fix(shaders): Resolve WGSL validation errors and add shader compilation tests
skal
21 hours
feat(audio): FFT implementation Phase 1 - Infrastructure and foundation
skal
22 hours
feat(spectral_editor): Complete Phase 2 milestone - Full-featured web editor
skal
24 hours
fix(spectral_editor): Fix procedural audio and add color-coded curves
skal
24 hours
fix(spectral_editor): Resolve variable name conflict in playAudio
skal
24 hours
feat(tools): Add Spectral Brush Editor UI (Phase 2 of Task #5)
skal
24 hours
feat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)
skal
25 hours
docs: Update documentation for completed build optimization (Task C)
skal
25 hours
fix(build): Add file-level dependencies for assets (shaders, meshes, audio)
skal
25 hours
refactor(build): Split asset_manager.h into dcl/core/utils headers
skal
25 hours
docs: Update Task A status - artifacts fixed but shadows missing
skal
25 hours
fix(test_mesh): Use BOX floor instead of PLANE to fix shadow rendering
skal
25 hours
Revert "fix(shaders): Correct plane distance scaling for non-uniform transforms"
skal
25 hours
fix(shaders): Correct plane distance scaling for non-uniform transforms
skal
25 hours
Revert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"
skal
26 hours
fix(test_mesh): Use uniform floor scale to fix shadow artifacts
skal
26 hours
fix(shaders): Exclude meshes from SDF scaling factor in shadow calculations
skal
26 hours
fix(math): Normalize axis in quat::from_axis to prevent scaling artifacts
skal
26 hours
fix(shaders): Correct mesh normal transformation - remove double transpose
skal
27 hours
fix: Correct mesh normal transformation and floor shadow rendering
skal
27 hours
docs: Update project documentation and regenerate assets
skal
27 hours
fix(test_mesh): Resolve all WGPU API and build issues on macOS
skal
27 hours
feat(tests): Add test_mesh tool for OBJ loading and normal visualization
skal
28 hours
fix(assets): Auto-generate smooth normals for OBJ meshes if missing
skal
28 hours
feat(assets): Add dodecahedron mesh asset
skal
28 hours
refactor(3d): Split Renderer3D into sub-functionalities
skal
28 hours
feat(3d): Implement basic OBJ mesh asset pipeline
skal
33 hours
chore: Update documentation, generated assets, and cleanup
skal
33 hours
refactor(gpu): Implement compile-time BVH toggle via shader composition
skal
34 hours
feat(perf): Add toggle for GPU BVH and fix fallback
skal
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