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Vide-coded 64k demo system
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20 hours
feat(audio): Trigger pattern events individually for tempo scaling
skal
20 hours
test(audio): Add regression test for WAV dump stereo format
skal
21 hours
feat(audio): Simplified demo track with tempo scaling tests
skal
21 hours
feat(audio): Variable tempo system with music time abstraction
skal
21 hours
feat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)
skal
22 hours
feat(audio): Implement mock audio backend for testing (Task #51.2)
skal
22 hours
feat(audio): Implement audio backend abstraction (Task #51.1)
skal
23 hours
feat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...
skal
24 hours
test(coverage): Improve Audio coverage (Task #48)
skal
24 hours
test(coverage): Improve Asset Manager coverage (Task #47)
skal
24 hours
test(procedural): Improve test coverage (Task #45)
skal
24 hours
feat(tests): Add comprehensive tests for math and 3d libraries
skal
25 hours
handoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...
skal
39 hours
fix: Implement proper skybox rendering with Perlin noise
skal
40 hours
feat: side-quest - Perlin noise sky and ProcGenFunc error handling
skal
40 hours
refactor: Task #20 - Platform & Code Hygiene
skal
48 hours
test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)
skal
2 days
fix: Resolve shader initialization crashes and build errors
skal
2 days
feat: Finalize tracker asset-sample integration with unified pasting strategy
skal
2 days
feat: Complete audio tracker system integration and tests
skal
3 days
feat(test): Add comprehensive math and shader composer tests
skal
3 days
fix(3d): Stabilize shadows and isolate floor grid texture
skal
3 days
fix(3d): Distinguish floor grid from object textures
skal
3 days
test(3d): Enlarge objects and pack them closer to the center
skal
3 days
fix(3d): Tighten torus proxy hull and ensure floor grid visibility
skal
3 days
chore: Apply final code formatting and cleanup
skal
3 days
fix(3d): Unify SDF path for all objects and stabilize shadows
skal
3 days
fix(3d): Restore and enhance 3D shadows
skal
3 days
fix(3d): Revert to working N-1 shadow configuration
skal
3 days
fix(3d): Resolve missing shadows on floor plane
skal
3 days
flesh out extra details in the MD files
skal
3 days
fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs
skal
3 days
fix(shader): Correct WGSL loop syntax in calc_shadow
skal
3 days
test(3d): Add procedural grid to floor and enable texturing
skal
3 days
feat(3d): Implement unified shadow system with non-uniform scale support
skal
3 days
fix(3d): Correct shadow bug with non-uniform scale
skal
3 days
test(3d): Enhance test scene with more objects
skal
3 days
feat(3d): Add scaffolding for visual debugging (Task #18a)
skal
3 days
fix(build): Add compatibility for older wgpu-native headers
skal
3 days
refactor(build): Centralize generated files and clean up project layout
skal
3 days
refactor(platform): Encapsulate state in PlatformState struct
skal
3 days
feat(platform): Fix high-DPI scaling and add resolution option
skal
4 days
feat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assets
skal
4 days
try to fix the mess
skal
4 days
feat(assets): Implement procedural asset generation pipeline
skal
4 days
feat(asset_manager): Implement array-based caching
skal
4 days
feat: Add seamless bump mapping with procedural noise
skal
4 days
feat: Implement hybrid rendering with SDF primitives
skal
4 days
feat: Implement 3D system and procedural texture manager
skal
4 days
Chore: Apply clang-format to the codebase
skal
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