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AgeCommit message (Expand)Author
28 hoursdocs: Archive MQ Editor Phase 1 completionskal
28 hoursdocs(mq_editor): Update Phase 1 completion statusskal
28 hoursfeat(mq_editor): Improve partial tracking and add audio playbackskal
28 hoursfix(mq_editor): Improve spectrogram visualization and navigationskal
32 hoursfeat(mq_editor): Phase 1 - MQ extraction and visualization (SPECTRAL_BRUSH_2)skal
34 hoursfeat(uniforms): Add noise field with per-frame random valuesskal
35 hoursrefactor(effects): Streamline uniforms initializationskal
35 hoursfeat(test): Add PeakMeter overlay to test_demo timelineskal
35 hoursrefactor(gpu): Add RAII wrapper for WGPU resources to eliminate manual cleanupskal
35 hoursrefactor(effects): Factor shared initialization into Effect base classskal
36 hoursfix(build): Resolve clean build failure from generated timeline headerskal
36 hoursdocs(gpu): Purge comment bloat from GPU headersskal
37 hoursrefactor(gpu): Remove stale v2 references from demo_effectsskal
37 hoursdocs(style): Add rule for WGPU object initializationskal
37 hoursrefactor(codegen): Use gpu_init helper in seq_compiler.pyskal
37 hoursfix(build): Resolve Windows cross-compilation failuresskal
38 hoursrefactor(3d): SceneLoader to namespaceskal
39 hoursfeat: Rename GPU stub and headless files and update referencesskal
39 hoursstyle: replace C++ casts with C-style castsskal
39 hoursrefactor: centralize platform-specific code in gpu.hskal
39 hoursfeat: add time-based effect activation with auto-passthroughskal
39 hoursfix: seq_compiler includes effects/shaders.hskal
39 hoursstyle: Apply clang-formatskal
39 hoursdocs: document STRIP_GPU_COMPOSITE flag in BUILD.mdskal
40 hoursrefactor: move shaders.{h,cc} to src/effects and remove v2 suffixskal
40 hoursdocs: streamline timeline editor documentationskal
40 hoursdocs: update timeline editor documentation for v2 formatskal
40 hoursfeat: add Sequence V2 format support to timeline editorskal
40 hoursfix: use low-latency profile for regular Core Audio callbacksskal
48 hoursfix: correct Heptagon effect rendering and SDF implementationskal
2 daysfix: port Hybrid3D effect to sequence v2 architectureskal
2 daystest: enhance GaussianBlur parameters and test timelineskal
2 daysfix: make test_demo use workspace files, remove obsolete tools/test_demo.*skal
2 daysfix: add sequence index to generated class namesskal
2 daysrefactor: remove WIN32 platform checks from seq_compiler.pyskal
2 daysrefactor: remove C++ seq_compiler and Gantt chart referencesskal
2 daysrefactor: remove END_DEMO directive, auto-calculate from sequencesskal
2 daysrefactor: complete removal of 'Effect' suffix from C++ class namesskal
2 daysadd back obj filesskal
2 daysrefactor: remove 'Effect' suffix from effect names in timeline.seq filesskal
2 daysdocs: streamline and consolidate markdown documentationskal
2 daysfeat: Add PeakMeterEffect v2 for test_demo audio visualizationskal
2 daysfix: calculate beat_phase for FlashEffect and refactor uniformsskal
2 daysfix: load rotating_cube_v2 shader from asset instead of empty stringskal
2 daysrefactor(gpu): remove depthSlice conditionals, use platform.h abstractionskal
2 daysfix: add missing SHADER_FLASH asset to main workspaceskal
2 daysfeat: Add FlashEffect for audio/visual sync testingskal
2 daysrefactor: remove empty audio_update() functionskal
2 daysfeat: Update check_all.sh to include headless and coverage buildsskal
2 daysrefactor(headless): convert nullptr checks to strippable macrosskal