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17 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
18 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
18 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
19 hoursrefactor(shaders): Use bump mapping utility function in renderer_3dskal
19 hoursfeat(shaders): Add bump-mapped normal calculation variantsskal
19 hoursfeat(shaders): Add optimized 4-sample SDF normal estimationskal
19 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
20 hoursfeat(gpu): Implement shader parametrization systemskal
20 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
20 hoursfeat(shaders): Extract common WGSL utilities for better composabilityskal
28 hoursfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
39 hoursrefactor(audio): Simplify music track with steady beat progressionskal
41 hoursrefactor(audio): Convert tracker to unit-less timing systemskal
41 hoursfix(test_demo): Space patterns 4 seconds apart to prevent overlapskal
41 hourschore: Disable tempo variation and simplify music trackskal
43 hourstest: Add Gantt chart output test for seq_compilerskal
2 daystest: Add platform test coverage (test_platform.cc)skal
2 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
3 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
3 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
3 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
3 daysfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
3 daysfix(shaders): Correct mesh normal transformation - remove double transposeskal
3 daysfix: Correct mesh normal transformation and floor shadow renderingskal
3 daysfeat(assets): Add dodecahedron mesh assetskal
3 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
3 dayschore: Update documentation, generated assets, and cleanupskal
3 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
3 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
4 daystest(assets): Add tests for Texture Asset supportskal
4 daysfeat: Enhance Gantt charts with sequence names, adaptive ticks, and sortingskal
4 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
5 daysfeat: Audio playback stability, NOTE_ parsing fix, sample caching, and debug ...skal
5 daysfeat(audio): Simplified demo track with tempo scaling testsskal
5 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
5 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
5 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
6 daysfix: Implement proper skybox rendering with Perlin noiseskal
6 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
6 daysfeat(audio): Fix tracker bugs and implement rock demo trackskal
6 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
6 daysfeat(assets): Add new drum samples and improve conversion scriptskal