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15 hourstest: Add platform test coverage (test_platform.cc)skal
30 hoursfix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guardsskal
32 hoursfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
34 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
35 hoursfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
37 hoursfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
39 hoursfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
39 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
39 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
39 hoursRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
39 hoursfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
40 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
40 hoursfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
40 hoursfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
41 hoursfeat(assets): Add dodecahedron mesh assetskal
42 hoursfeat(3d): Implement basic OBJ mesh asset pipelineskal
46 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
47 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
2 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
2 daysfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
2 daysperf: Reduce audio test durations for faster test suiteskal
2 daysfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
2 daysfix(audio): Resolve tracker test failures due to initialization orderskal
2 daystest(assets): Add tests for Texture Asset supportskal
2 daysfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
2 daysfeat(physics): Implement SDF-based physics engine and BVHskal
3 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
4 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
4 daystest(coverage): Improve Audio coverage (Task #48)skal
4 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
4 daystest(procedural): Improve test coverage (Task #45)skal
4 daysfeat(tests): Add comprehensive tests for math and 3d librariesskal
4 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
4 daysfix: Implement proper skybox rendering with Perlin noiseskal
4 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
4 daysrefactor: Task #20 - Platform & Code Hygieneskal
5 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
5 daysfix: Resolve shader initialization crashes and build errorsskal
5 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
5 daysfeat: Complete audio tracker system integration and testsskal
5 daysfeat(test): Add comprehensive math and shader composer testsskal
5 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
5 daysfix(3d): Distinguish floor grid from object texturesskal