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21 hoursfeat(test_demo): Add audio/visual sync debug tool with tempo testingskal
34 hoursfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
34 hoursfix(audio): Clean up stale spectrograms and fix asset referencesskal
35 hoursfeat(particles): Implement transparent circular particles with alpha blending...skal
36 hoursfix(audio): Regenerate spectrograms with orthonormal DCTskal
39 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
43 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
43 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
43 hoursfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
43 hoursfix(shaders): Correct mesh normal transformation - remove double transposeskal
44 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
46 hoursfeat(assets): Add dodecahedron mesh assetskal
46 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 daystest(assets): Add tests for Texture Asset supportskal
3 daysfeat: Enhance Gantt charts with sequence names, adaptive ticks, and sortingskal
3 daysfeat: Replace explicit priorities with stack-based priority modifiersskal
3 daysdocs: Extract sequence documentation to dedicated SEQUENCE.md fileskal
3 daysfeat: Add validation-only mode and HTML/SVG Gantt charts to seq_compilerskal
3 daysfeat: Add Gantt chart visualization to seq_compilerskal
3 daysfeat: Optional sequence end times and comprehensive effect documentationskal
3 daysfeat: Audio playback stability, NOTE_ parsing fix, sample caching, and debug ...skal
4 daysfeat(audio): Simplified demo track with tempo scaling testsskal
4 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
4 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
4 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
4 daysfix: Implement proper skybox rendering with Perlin noiseskal
4 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
5 daysfeat(audio): Fix tracker bugs and implement rock demo trackskal
5 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
5 daysfeat(assets): Add new drum samples and improve conversion scriptskal
5 dayschore: Finalize Build System Consolidation (Task #25)skal
5 daysrefactor: Shader Asset Integration (Task #24)skal
5 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
5 daysupdate the melody a bitskal
5 daysfeat: Integrate tracker system and update project context documentationskal
7 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
7 daysfeat(assets): Implement procedural asset generation pipelineskal
7 daysfeat(assets): Implement procedural asset generation pipelineskal
7 daysfeat: Multi-pass rendering architecture and effect stubsskal
8 daysfeat: Implement Sequence Compiler for data-driven choreographyskal
8 daysadd spec assetsskal
11 dayschore(assets): Clean up demo_assets.txtskal
11 dayschore(assets): Remove obsolete assets.txtskal
11 daysfeat(assets): Separate demo and test asset listsskal
11 daysfeat(demo): Add drum sequence using embedded assetsskal
11 daystest(assets): Add functional tests for asset management systemskal
11 daysfeat(assets): Implement basic asset packing systemskal