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13 hoursdemo.seq change.skal
14 hoursfeat: GPU procedural Phase 4 - texture compositionskal
14 hoursfeat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shadersskal
14 hoursfeat(gpu): Add GPU procedural texture generation systemskal
17 hoursfeat: WGSL Uniform Buffer Validation & Consolidation (Task #75)skal
18 hoursfix: Resolve WebGPU uniform buffer alignment issues (Task #74)skal
29 hoursfeat(shaders): Standardize all shaders to use CommonUniformsskal
30 hoursfeat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture maskingskal
30 hoursfeat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture maskingskal
33 hoursfeat(gpu): Add VignetteEffect and related filesskal
33 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
35 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
35 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
35 hoursrefactor(shaders): Use bump mapping utility function in renderer_3dskal
35 hoursfeat(shaders): Add bump-mapped normal calculation variantsskal
35 hoursfeat(shaders): Add optimized 4-sample SDF normal estimationskal
35 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
36 hoursfeat(gpu): Implement shader parametrization systemskal
36 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
36 hoursfeat(shaders): Extract common WGSL utilities for better composabilityskal
45 hoursfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
2 daysrefactor(audio): Simplify music track with steady beat progressionskal
2 daysrefactor(audio): Convert tracker to unit-less timing systemskal
2 daysfix(test_demo): Space patterns 4 seconds apart to prevent overlapskal
2 dayschore: Disable tempo variation and simplify music trackskal
2 daystest: Add Gantt chart output test for seq_compilerskal
3 daystest: Add platform test coverage (test_platform.cc)skal
3 daysfeat(test_demo): Add audio/visual sync debug tool with tempo testingskal
3 daysfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
3 daysfix(audio): Clean up stale spectrograms and fix asset referencesskal
3 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
3 daysfix(audio): Regenerate spectrograms with orthonormal DCTskal
4 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
4 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
4 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
4 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
4 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
4 daysfix: Correct mesh normal transformation and floor shadow renderingskal
4 daysfeat(assets): Add dodecahedron mesh assetskal
4 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
4 dayschore: Update documentation, generated assets, and cleanupskal
4 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
4 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
4 daystest(assets): Add tests for Texture Asset supportskal
5 daysfeat: Enhance Gantt charts with sequence names, adaptive ticks, and sortingskal
5 daysfeat: Replace explicit priorities with stack-based priority modifiersskal
5 daysdocs: Extract sequence documentation to dedicated SEQUENCE.md fileskal
5 daysfeat: Add validation-only mode and HTML/SVG Gantt charts to seq_compilerskal
5 daysfeat: Add Gantt chart visualization to seq_compilerskal
5 daysfeat: Optional sequence end times and comprehensive effect documentationskal