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47 hoursfix: Implement proper skybox rendering with Perlin noiseskal
48 hoursfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
48 hoursrefactor: Task #20 - Platform & Code Hygieneskal
2 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
2 daysfix: Resolve shader initialization crashes and build errorsskal
2 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
3 daysfeat: Complete audio tracker system integration and testsskal
3 daysfeat(test): Add comprehensive math and shader composer testsskal
3 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
3 daysfix(3d): Distinguish floor grid from object texturesskal
3 daystest(3d): Enlarge objects and pack them closer to the centerskal
3 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
3 dayschore: Apply final code formatting and cleanupskal
3 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
3 daysfix(3d): Restore and enhance 3D shadowsskal
3 daysfix(3d): Revert to working N-1 shadow configurationskal
3 daysfix(3d): Resolve missing shadows on floor planeskal
3 daysflesh out extra details in the MD filesskal
3 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
3 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
3 daystest(3d): Add procedural grid to floor and enable texturingskal
3 daysfeat(3d): Implement unified shadow system with non-uniform scale supportskal
3 daysfix(3d): Correct shadow bug with non-uniform scaleskal
3 daystest(3d): Enhance test scene with more objectsskal
3 daysfeat(3d): Add scaffolding for visual debugging (Task #18a)skal
3 daysfix(build): Add compatibility for older wgpu-native headersskal
3 daysrefactor(build): Centralize generated files and clean up project layoutskal
3 daysrefactor(platform): Encapsulate state in PlatformState structskal
3 daysfeat(platform): Fix high-DPI scaling and add resolution optionskal
4 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
4 daystry to fix the messskal
4 daysfeat(assets): Implement procedural asset generation pipelineskal
4 daysfeat(asset_manager): Implement array-based cachingskal
4 daysfeat: Add seamless bump mapping with procedural noiseskal
4 daysfeat: Implement hybrid rendering with SDF primitivesskal
4 daysfeat: Implement 3D system and procedural texture managerskal
5 daysChore: Apply clang-format to the codebaseskal
5 daysRefactor: Move common GPU fields to base Effect classesskal
5 daysclang-formatskal
5 daysstyle: add vertical compression rules to clang-formatskal
5 daysrefactor: move generated asset files to src/generated/skal
5 daysfix(gpu): resolve multiple WebGPU validation and runtime errorsskal
5 daystest: Finalize sequence/effect system testsskal
6 daysChore: Add missing newlines at end of source filesskal
6 daysenforce code styleskal
6 daysadd mini_math.h header-only vector libskal
8 daysfeat(assets): Separate demo and test asset listsskal
8 daysstyle: Add 3-line descriptive headers to all source filesskal
8 daystest(assets): Add functional tests for asset management systemskal
9 daysfeat: Implement spectool & specview; refactor coding style; update docsskal