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4 daysperf: Reduce audio test durations for faster test suiteskal
4 daysfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
4 daysfix(audio): Resolve tracker test failures due to initialization orderskal
5 daystest(assets): Add tests for Texture Asset supportskal
5 daysfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
5 daysfeat(physics): Implement SDF-based physics engine and BVHskal
5 daysfeat: Optional sequence end times and comprehensive effect documentationskal
6 daysfeat(audio): Trigger pattern events individually for tempo scalingskal
6 daystest(audio): Add regression test for WAV dump stereo formatskal
6 daysfeat(audio): Simplified demo track with tempo scaling testsskal
6 daysfeat(audio): Variable tempo system with music time abstractionskal
6 daysfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
6 daysfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
6 daysfeat(audio): Implement audio backend abstraction (Task #51.1)skal
6 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
6 daystest(coverage): Improve Audio coverage (Task #48)skal
6 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
6 daystest(procedural): Improve test coverage (Task #45)skal
6 daysfeat(tests): Add comprehensive tests for math and 3d librariesskal
6 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
7 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
7 daysfix: Resolve shader initialization crashes and build errorsskal
7 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
7 daysfeat: Complete audio tracker system integration and testsskal
8 daysfeat(test): Add comprehensive math and shader composer testsskal
8 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
8 daysfix(3d): Distinguish floor grid from object texturesskal
8 daystest(3d): Enlarge objects and pack them closer to the centerskal
8 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
8 dayschore: Apply final code formatting and cleanupskal
8 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
8 daysfix(3d): Restore and enhance 3D shadowsskal
8 daysfix(3d): Revert to working N-1 shadow configurationskal
8 daysfix(3d): Resolve missing shadows on floor planeskal
8 daysflesh out extra details in the MD filesskal
8 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
8 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
8 daystest(3d): Add procedural grid to floor and enable texturingskal
8 daysfeat(3d): Implement unified shadow system with non-uniform scale supportskal
8 daysfix(3d): Correct shadow bug with non-uniform scaleskal
8 daystest(3d): Enhance test scene with more objectsskal
8 daysfeat(3d): Add scaffolding for visual debugging (Task #18a)skal
8 daysfix(build): Add compatibility for older wgpu-native headersskal
8 daysrefactor(build): Centralize generated files and clean up project layoutskal
8 daysrefactor(platform): Encapsulate state in PlatformState structskal
8 daysfeat(platform): Fix high-DPI scaling and add resolution optionskal
8 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal