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17 hoursfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
17 hoursfeat(physics): Implement SDF-based physics engine and BVHskal
36 hoursfeat: Optional sequence end times and comprehensive effect documentationskal
43 hoursfeat(audio): Trigger pattern events individually for tempo scalingskal
43 hourstest(audio): Add regression test for WAV dump stereo formatskal
44 hoursfeat(audio): Simplified demo track with tempo scaling testsskal
44 hoursfeat(audio): Variable tempo system with music time abstractionskal
44 hoursfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
45 hoursfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
45 hoursfeat(audio): Implement audio backend abstraction (Task #51.1)skal
46 hoursfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
47 hourstest(coverage): Improve Audio coverage (Task #48)skal
47 hourstest(coverage): Improve Asset Manager coverage (Task #47)skal
47 hourstest(procedural): Improve test coverage (Task #45)skal
47 hoursfeat(tests): Add comprehensive tests for math and 3d librariesskal
48 hourshandoff(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
3 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
3 daysfix: Resolve shader initialization crashes and build errorsskal
3 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
3 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
4 daystest(3d): Enlarge objects and pack them closer to the centerskal
4 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
4 dayschore: Apply final code formatting and cleanupskal
4 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
4 daysfix(3d): Restore and enhance 3D shadowsskal
4 daysfix(3d): Revert to working N-1 shadow configurationskal
4 daysfix(3d): Resolve missing shadows on floor planeskal
4 daysflesh out extra details in the MD filesskal
4 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
4 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
4 daystest(3d): Add procedural grid to floor and enable texturingskal
4 daysfeat(3d): Implement unified shadow system with non-uniform scale supportskal
4 daysfix(3d): Correct shadow bug with non-uniform scaleskal
4 daystest(3d): Enhance test scene with more objectsskal
4 daysfeat(3d): Add scaffolding for visual debugging (Task #18a)skal
4 daysfix(build): Add compatibility for older wgpu-native headersskal
4 daysrefactor(build): Centralize generated files and clean up project layoutskal
4 daysrefactor(platform): Encapsulate state in PlatformState structskal
4 daysfeat(platform): Fix high-DPI scaling and add resolution optionskal
5 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
5 daystry to fix the messskal
5 daysfeat(assets): Implement procedural asset generation pipelineskal
5 daysfeat(asset_manager): Implement array-based cachingskal
5 daysfeat: Add seamless bump mapping with procedural noiseskal