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5 daysfeat(audio): Simplified demo track with tempo scaling testsskal
5 daysfeat(audio): Variable tempo system with music time abstractionskal
5 daysfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
5 daysfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
5 daysfeat(audio): Implement audio backend abstraction (Task #51.1)skal
5 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
5 daystest(coverage): Improve Audio coverage (Task #48)skal
5 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
5 daystest(procedural): Improve test coverage (Task #45)skal
5 daysfeat(tests): Add comprehensive tests for math and 3d librariesskal
5 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
6 daysfix: Implement proper skybox rendering with Perlin noiseskal
6 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
6 daysrefactor: Task #20 - Platform & Code Hygieneskal
6 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
6 daysfix: Resolve shader initialization crashes and build errorsskal
6 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
7 daysfeat: Complete audio tracker system integration and testsskal
7 daysfeat(test): Add comprehensive math and shader composer testsskal
7 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
7 daysfix(3d): Distinguish floor grid from object texturesskal
7 daystest(3d): Enlarge objects and pack them closer to the centerskal
7 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
7 dayschore: Apply final code formatting and cleanupskal
7 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
7 daysfix(3d): Restore and enhance 3D shadowsskal
7 daysfix(3d): Revert to working N-1 shadow configurationskal
7 daysfix(3d): Resolve missing shadows on floor planeskal
7 daysflesh out extra details in the MD filesskal
7 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
7 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
7 daystest(3d): Add procedural grid to floor and enable texturingskal
7 daysfeat(3d): Implement unified shadow system with non-uniform scale supportskal
7 daysfix(3d): Correct shadow bug with non-uniform scaleskal
7 daystest(3d): Enhance test scene with more objectsskal
7 daysfeat(3d): Add scaffolding for visual debugging (Task #18a)skal
7 daysfix(build): Add compatibility for older wgpu-native headersskal
7 daysrefactor(build): Centralize generated files and clean up project layoutskal
7 daysrefactor(platform): Encapsulate state in PlatformState structskal
7 daysfeat(platform): Fix high-DPI scaling and add resolution optionskal
8 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
8 daystry to fix the messskal
8 daysfeat(assets): Implement procedural asset generation pipelineskal
8 daysfeat(asset_manager): Implement array-based cachingskal
8 daysfeat: Add seamless bump mapping with procedural noiseskal
8 daysfeat: Implement hybrid rendering with SDF primitivesskal
8 daysfeat: Implement 3D system and procedural texture managerskal
8 daysChore: Apply clang-format to the codebaseskal
8 daysRefactor: Move common GPU fields to base Effect classesskal
8 daysclang-formatskal