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AgeCommit message (Expand)Author
36 hoursfix(audio): Clean up stale spectrograms and fix asset referencesskal
36 hoursdocs: Document specplay tool and add future enhancement roadmapskal
36 hoursfix(audio): Fix spectrogram amplification issue and add diagnostic toolskal
37 hoursdocs: Mark Task #53 (Particles Shader Polish) as completeskal
37 hoursfeat(particles): Implement transparent circular particles with alpha blending...skal
37 hoursdocs(spectral_editor): Add feature roadmap for planned enhancementsskal
37 hoursdocs: Document FFT-based DCT/IDCT milestone in project contextskal
37 hoursdocs: Milestone - FFT-based DCT/IDCT Complete (February 6, 2026)skal
37 hoursfix(audio): Remove Hamming window from synthesis (before IDCT)skal
37 hoursfix(editor): Apply window to spectrum before IDCT, not afterskal
38 hoursfix(audio): Scale procedural note generation for orthonormal DCTskal
38 hoursfix(audio): Regenerate spectrograms with orthonormal DCTskal
38 hoursfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
38 hoursfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
40 hoursdocs: Milestone - Shader Stability & Test Infrastructure (February 6, 2026)skal
40 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
40 hoursfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
41 hoursfeat(spectral_editor): Complete Phase 2 milestone - Full-featured web editorskal
43 hoursfix(spectral_editor): Fix procedural audio and add color-coded curvesskal
43 hoursfix(spectral_editor): Resolve variable name conflict in playAudioskal
43 hoursfeat(tools): Add Spectral Brush Editor UI (Phase 2 of Task #5)skal
43 hoursfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
44 hoursdocs: Update documentation for completed build optimization (Task C)skal
44 hoursfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
44 hoursrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
44 hoursdocs: Update Task A status - artifacts fixed but shadows missingskal
44 hoursfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
44 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
44 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
44 hoursRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
44 hoursfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
44 hoursfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
45 hoursfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
45 hoursfix(shaders): Correct mesh normal transformation - remove double transposeskal
45 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
46 hoursdocs: Update project documentation and regenerate assetsskal
46 hoursfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
46 hoursfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
47 hoursfix(assets): Auto-generate smooth normals for OBJ meshes if missingskal
47 hoursfeat(assets): Add dodecahedron mesh assetskal
47 hoursrefactor(3d): Split Renderer3D into sub-functionalitiesskal
47 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