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path: root/src/3d
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18 hoursfix: Include PlaneData header in scene_loader.ccskal
18 hoursfix: Correct offset management in scene_loader.cc for plane_distanceskal
18 hoursfix: Remove local redefinition of PlaneData in scene_loader.ccskal
18 hoursfix: Make PlaneData struct visible to renderer_draw.ccskal
18 hoursfix: Include <memory> header for std::shared_ptr in Object3Dskal
18 hoursfeat: Integrate plane_distance into renderer and scene loaderskal
23 hoursrefactor(docs): Update TODO.md with large files and apply clang-formatskal
23 hoursrefactor(3d): Split Renderer3D into modular files and fix compilation.skal
24 hoursRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
24 hoursfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
25 hoursstyle: Apply clang-format to all source filesskal
25 hoursfeat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mappingskal
25 hoursfeat(3d): Implement Mesh Wireframe rendering for Visual Debugskal
26 hoursfeat(3d): Implement Visual Debug primitives (Sphere, Cone, Cross, Trajectory)skal
26 hoursfeat(3d): Implement Blender export and binary scene loading pipelineskal
3 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
3 daysfix: Correct mesh normal transformation and floor shadow renderingskal
3 daysdocs: Update project documentation and regenerate assetsskal
3 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
3 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
3 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
3 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
3 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
4 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
4 daysfeat(physics): Implement SDF-based physics engine and BVHskal
5 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
5 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
6 daysfix: Correct depth handling in two-pass rendering for skybox and objectsskal
6 daysfix: Resolve skybox and floor rendering bugs with two-pass approachskal
6 daysfix: Implement proper skybox rendering with Perlin noiseskal
6 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
6 daysrefactor: Shader Asset Integration (Task #24)skal
7 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
7 daysfix(3d): Distinguish floor grid from object texturesskal
7 daysfix(3d): Resolve spherical distortion in floor grid textureskal
7 daysfeat(3d): Implement tight ray bounds for SDF raymarchingskal
7 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
7 dayschore: Apply final code formatting and cleanupskal
7 daysfix(3d): Restore visible grid texture on floor planeskal
7 daysfix(3d): Tighten torus bounding box and restore object texturesskal
7 daysfix(3d): Correct debug box transforms and restore object texturesskal
7 daysfix(3d): Unify all objects to SDF path for consistent shadowsskal
7 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
7 daysfix(3d): Restore and enhance 3D shadowsskal
7 daysfix(3d): Revert to working N-1 shadow configurationskal
7 daysfix(3d): Resolve missing shadows on floor planeskal
7 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
7 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
7 daystest(3d): Add procedural grid to floor and enable texturingskal
7 daysfix(3d): Fix shader syntax error and duplicate declarationskal