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5 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
9 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
9 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
10 hoursfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
10 hoursfix(shaders): Correct mesh normal transformation - remove double transposeskal
11 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
12 hoursfeat(assets): Add dodecahedron mesh assetskal
12 hoursfeat(3d): Implement basic OBJ mesh asset pipelineskal
17 hourschore: Update documentation, generated assets, and cleanupskal
17 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
18 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
25 hourstest(assets): Add tests for Texture Asset supportskal
43 hoursfeat: Enhance Gantt charts with sequence names, adaptive ticks, and sortingskal
43 hoursfeat: Replace explicit priorities with stack-based priority modifiersskal
43 hoursdocs: Extract sequence documentation to dedicated SEQUENCE.md fileskal
43 hoursfeat: Add validation-only mode and HTML/SVG Gantt charts to seq_compilerskal
43 hoursfeat: Add Gantt chart visualization to seq_compilerskal
45 hoursfeat: Optional sequence end times and comprehensive effect documentationskal
48 hoursfeat: Audio playback stability, NOTE_ parsing fix, sample caching, and debug ...skal
2 daysfeat(audio): Simplified demo track with tempo scaling testsskal
2 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
2 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
2 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
3 daysfix: Implement proper skybox rendering with Perlin noiseskal
3 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
3 daysfeat(audio): Fix tracker bugs and implement rock demo trackskal
3 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
3 daysfeat(assets): Add new drum samples and improve conversion scriptskal
3 dayschore: Finalize Build System Consolidation (Task #25)skal
3 daysrefactor: Shader Asset Integration (Task #24)skal
3 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
4 daysupdate the melody a bitskal
4 daysfeat: Integrate tracker system and update project context documentationskal
5 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
5 daysfeat(assets): Implement procedural asset generation pipelineskal
5 daysfeat(assets): Implement procedural asset generation pipelineskal
6 daysfeat: Multi-pass rendering architecture and effect stubsskal
6 daysfeat: Implement Sequence Compiler for data-driven choreographyskal
6 daysadd spec assetsskal
9 dayschore(assets): Clean up demo_assets.txtskal
9 dayschore(assets): Remove obsolete assets.txtskal
9 daysfeat(assets): Separate demo and test asset listsskal
9 daysfeat(demo): Add drum sequence using embedded assetsskal
9 daystest(assets): Add functional tests for asset management systemskal
9 daysfeat(assets): Implement basic asset packing systemskal