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11 hoursfix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guardsskal
13 hoursfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
15 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
16 hoursfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
18 hoursfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
20 hoursfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
20 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
20 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
20 hoursRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
20 hoursfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
21 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
21 hoursfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
21 hoursfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
22 hoursfeat(assets): Add dodecahedron mesh assetskal
23 hoursfeat(3d): Implement basic OBJ mesh asset pipelineskal
27 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
28 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
33 hoursfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
34 hoursfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
34 hoursperf: Reduce audio test durations for faster test suiteskal
34 hoursfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
35 hoursfix(audio): Resolve tracker test failures due to initialization orderskal
35 hourstest(assets): Add tests for Texture Asset supportskal
37 hoursfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
37 hoursfeat(physics): Implement SDF-based physics engine and BVHskal
2 daysfeat: Optional sequence end times and comprehensive effect documentationskal
3 daysfeat(audio): Trigger pattern events individually for tempo scalingskal
3 daystest(audio): Add regression test for WAV dump stereo formatskal
3 daysfeat(audio): Simplified demo track with tempo scaling testsskal
3 daysfeat(audio): Variable tempo system with music time abstractionskal
3 daysfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
3 daysfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
3 daysfeat(audio): Implement audio backend abstraction (Task #51.1)skal
3 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
3 daystest(coverage): Improve Audio coverage (Task #48)skal
3 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
3 daystest(procedural): Improve test coverage (Task #45)skal
3 daysfeat(tests): Add comprehensive tests for math and 3d librariesskal
3 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 daysrefactor: Task #20 - Platform & Code Hygieneskal
4 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
4 daysfix: Resolve shader initialization crashes and build errorsskal
4 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
4 daysfeat: Complete audio tracker system integration and testsskal
4 daysfeat(test): Add comprehensive math and shader composer testsskal
4 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
4 daysfix(3d): Distinguish floor grid from object texturesskal
5 daystest(3d): Enlarge objects and pack them closer to the centerskal