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9 daysfeat(gpu): Add VignetteEffect and related filesskal
9 daysfeat(gpu): Add VignetteEffectskal
9 daysrefactor: Use tracker BPM instead of hardcoded valuesskal
9 daysfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
9 daysfeat(gpu): Add parameter-driven GaussianBlurEffectskal
9 daysfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
9 daysfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
9 daysfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
9 daysfeat(gpu): Implement shader parametrization systemskal
9 daysrefactor(shaders): Apply common utilities to renderer shadersskal
10 daysRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
10 daysfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
10 daysstyle: Apply clang-format to all source filesskal
10 daysadd debugging code to flash_effectskal
10 daysfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
10 daysrefactor: Store const GpuContext& in Effect base classskal
10 daysrefactor: Bundle GPU context into GpuContext structskal
10 daysfix(audio): Synchronize audio-visual timing with playback timeskal
11 daysrefactor: Move platform files to src/platform/ subdirectoryskal
11 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
12 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
12 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
12 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
12 daysfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
12 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
12 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
13 daysfeat: Optional sequence end times and comprehensive effect documentationskal
14 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
2026-02-03feat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
2026-02-03refactor: Task #20 - Platform & Code Hygieneskal
2026-02-03test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
2026-02-03fix: Resolve shader initialization crashes and build errorsskal
2026-02-03refactor: Shader Asset Integration (Task #24)skal
2026-02-02feat: Complete audio tracker system integration and testsskal
2026-02-02update TODO and fix shaders.ccskal
2026-02-02chore: Add BUILD.md, Task 23 to TODO.md, and GPU perf define placeholderskal
2026-02-02feat(test): Add comprehensive math and shader composer testsskal
2026-02-02feat(3d): Implement Task 21.1 WGSL Library & Composerskal
2026-02-02fix(3d): Restore and enhance 3D shadowsskal
2026-02-02fix(3d): Resolve missing shadows on floor planeskal
2026-02-02fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
2026-02-02feat(3d): Use procedural grid for floor and revert object noiseskal
2026-02-02fix(build): Add compatibility for older wgpu-native headersskal
2026-02-02feat(visuals): Increase 3D object size and add erratic camera motionskal
2026-02-02refactor(platform): Encapsulate state in PlatformState structskal
2026-02-01feat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
2026-02-01feat(gpu): Integrate bumpy 3D renderer into main demoskal
2026-02-01feat(assets): Implement procedural asset generation pipelineskal
2026-02-01feat: Add seamless bump mapping with procedural noiseskal
2026-02-01feat: Implement 3D system and procedural texture managerskal