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Vide-coded 64k demo system
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12 hours
refactor(build): Split asset_manager.h into dcl/core/utils headers
skal
12 hours
docs: Update Task A status - artifacts fixed but shadows missing
skal
12 hours
fix(test_mesh): Use BOX floor instead of PLANE to fix shadow rendering
skal
12 hours
Revert "fix(shaders): Correct plane distance scaling for non-uniform transforms"
skal
12 hours
fix(shaders): Correct plane distance scaling for non-uniform transforms
skal
12 hours
Revert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"
skal
13 hours
fix(test_mesh): Use uniform floor scale to fix shadow artifacts
skal
13 hours
fix(shaders): Exclude meshes from SDF scaling factor in shadow calculations
skal
13 hours
fix(math): Normalize axis in quat::from_axis to prevent scaling artifacts
skal
13 hours
fix(shaders): Correct mesh normal transformation - remove double transpose
skal
14 hours
fix: Correct mesh normal transformation and floor shadow rendering
skal
14 hours
docs: Update project documentation and regenerate assets
skal
14 hours
fix(test_mesh): Resolve all WGPU API and build issues on macOS
skal
14 hours
feat(tests): Add test_mesh tool for OBJ loading and normal visualization
skal
15 hours
fix(assets): Auto-generate smooth normals for OBJ meshes if missing
skal
15 hours
feat(assets): Add dodecahedron mesh asset
skal
15 hours
refactor(3d): Split Renderer3D into sub-functionalities
skal
15 hours
feat(3d): Implement basic OBJ mesh asset pipeline
skal
20 hours
chore: Update documentation, generated assets, and cleanup
skal
20 hours
refactor(gpu): Implement compile-time BVH toggle via shader composition
skal
21 hours
feat(perf): Add toggle for GPU BVH and fix fallback
skal
23 hours
milestone(timeline-editor): Task #57 Phase 1 Complete - Production-Ready Editor
skal
23 hours
docs(timeline-editor): Document WAV source and music.track visualization task
skal
23 hours
feat(timeline-editor): Add WAV file waveform visualization
skal
24 hours
feat(timeline-editor): Hide scrollbars, keep mouse wheel navigation
skal
24 hours
feat(timeline-editor): Final UI polish - auto-apply, stack-order priority
skal
24 hours
fix(timeline-editor): Fix effect drag jump bug and left handle constraint
skal
24 hours
feat(timeline-editor): Add editable names and effect resize handles
skal
24 hours
fix(timeline-editor): Fix effect dragging offset and property panel updates
skal
24 hours
feat(timeline-editor): Add re-order button and 10% viewport slack
skal
25 hours
fix(timeline-editor): Remove time indicator and fix sequence overlap
skal
25 hours
feat(timeline-editor): Add time indicator, sequence flash, and taller view
skal
25 hours
feat(timeline-editor): Diagonal scroll following time-ordered sequence cascade
skal
25 hours
fix(timeline-editor): Dynamic sequence bounds, mouse wheel scroll, responsive...
skal
25 hours
feat(timeline-editor): Add hoverable sequence name overlay with fade effect
skal
25 hours
feat(timeline-editor): Add floating properties panel and effect tooltips
skal
25 hours
fix(timeline-editor): Fix effect stacking and add beats mode with snap-to-beat
skal
25 hours
docs(timeline-editor): Reference SEQUENCE.md and add priority editing task
skal
25 hours
fix(timeline-editor): Fix parser to handle actual demo.seq format
skal
25 hours
docs(timeline-editor): Add comprehensive feature roadmap
skal
25 hours
feat(tools): Implement Task #57 - Interactive Timeline Editor
skal
25 hours
chore: Update generated asset files
skal
26 hours
docs: Add Task #57 - Interactive Timeline Editor (low priority)
skal
26 hours
fix(gpu): Resolve typeid warning by using .get() on shared_ptr
skal
26 hours
feat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)
skal
26 hours
docs: Update HANDOFF.md with Phase 4 completion
skal
26 hours
feat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)
skal
26 hours
feat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)
skal
26 hours
fix(gpu): Use GetTextureAsset() for procedural texture loading
skal
26 hours
feat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)
skal
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