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Vide-coded 64k demo system
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16 hours
feat: add time-based effect activation with auto-passthrough
skal
17 hours
fix: seq_compiler includes effects/shaders.h
skal
17 hours
style: Apply clang-format
skal
17 hours
docs: document STRIP_GPU_COMPOSITE flag in BUILD.md
skal
17 hours
refactor: move shaders.{h,cc} to src/effects and remove v2 suffix
skal
17 hours
docs: streamline timeline editor documentation
skal
17 hours
docs: update timeline editor documentation for v2 format
skal
17 hours
feat: add Sequence V2 format support to timeline editor
skal
17 hours
fix: use low-latency profile for regular Core Audio callbacks
skal
25 hours
fix: correct Heptagon effect rendering and SDF implementation
skal
25 hours
fix: port Hybrid3D effect to sequence v2 architecture
skal
26 hours
test: enhance GaussianBlur parameters and test timeline
skal
26 hours
fix: make test_demo use workspace files, remove obsolete tools/test_demo.*
skal
26 hours
fix: add sequence index to generated class names
skal
27 hours
refactor: remove WIN32 platform checks from seq_compiler.py
skal
27 hours
refactor: remove C++ seq_compiler and Gantt chart references
skal
27 hours
refactor: remove END_DEMO directive, auto-calculate from sequences
skal
27 hours
refactor: complete removal of 'Effect' suffix from C++ class names
skal
27 hours
add back obj files
skal
31 hours
refactor: remove 'Effect' suffix from effect names in timeline.seq files
skal
31 hours
docs: streamline and consolidate markdown documentation
skal
32 hours
feat: Add PeakMeterEffect v2 for test_demo audio visualization
skal
32 hours
fix: calculate beat_phase for FlashEffect and refactor uniforms
skal
32 hours
fix: load rotating_cube_v2 shader from asset instead of empty string
skal
32 hours
refactor(gpu): remove depthSlice conditionals, use platform.h abstraction
skal
33 hours
fix: add missing SHADER_FLASH asset to main workspace
skal
33 hours
feat: Add FlashEffect for audio/visual sync testing
skal
33 hours
refactor: remove empty audio_update() function
skal
33 hours
feat: Update check_all.sh to include headless and coverage builds
skal
34 hours
refactor(headless): convert nullptr checks to strippable macros
skal
34 hours
fix(headless): add early returns to all effect constructors
skal
34 hours
fix(headless): add nullptr checks for GPU resource creation
skal
34 hours
fix(headless): add missing Effect include and gpu_get_surface stub
skal
34 hours
fix(build): add missing headers and enum casts for strict compilation
skal
34 hours
fix(shaders): correct sequence uniforms snippet registration name
skal
34 hours
refactor: remove v2 versioning artifacts, establish Sequence as canonical system
skal
36 hours
docs(TODO): add test infrastructure maintenance section
skal
36 hours
fix(tests): resolve all v2 test failures, 35/35 passing
skal
36 hours
refactor: invert FATAL_CHECK logic to standard assertion style
skal
36 hours
fix(tests): port tests to v2 API, fix FATAL_CHECK logic
skal
37 hours
docs(sequence): update and compact v2 documentation
skal
37 hours
feat(sequence): complete v2 migration with DAG-based routing
skal
39 hours
feat(sequence): integrate v2 timeline with main loop
skal
39 hours
test(audio): remove brittle SilentBackendTest
skal
39 hours
fix(cnn): rename CNNLayerParams to CNNv1LayerParams
skal
39 hours
fix(audio): implement get_callback_state in TestBackend
skal
39 hours
feat(sequence): port hybrid_3d_effect to v2
skal
39 hours
feat(sequence): port rotating_cube_effect to v2
skal
39 hours
feat(sequence): port particles_effect to v2
skal
39 hours
feat(sequence): integrate v2 timeline with build system
skal
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