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