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