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- Updated VisualDebug to accept mat4 transforms, enabling wireframes to follow rotating objects.
- Restored SDF bump mapping and floor grid texture in the fragment shader.
- Added vec4::xyz() helper to mini_math.h.
- Fixed Renderer3D to pass the full model matrix for debug visualization.
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- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
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- Implemented full support for non-uniform scaling by calculating and passing the 'model_inverse_transpose' matrix to the shader for correct normal transformation.
- Added 'transpose()' and 'inverse()' methods to the 'mat4' class in 'mini_math.h'.
- Refactored the shader to use the new matrix for lighting rasterized objects.
- Updated the test scene to use a rasterized floor (CUBE) instead of an SDF one, ensuring it receives correct lighting and shadows even with non-uniform scale.
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- Extended mini_math.h with mat4 multiplication and affine transforms.
- Implemented TextureManager for runtime procedural texture generation and GPU upload.
- Added 3D system components: Camera, Object, Scene, and Renderer3D.
- Created test_3d_render mini-demo for interactive 3D verification.
- Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
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- Enabled AllowShortFunctionsOnASingleLine: All
- Enabled AllowShortBlocksOnASingleLine: Always
- Enabled AllowShortIfStatementsOnASingleLine: Always
- Enabled AllowShortLoopsOnASingleLine: true
- Set MaxEmptyLinesToKeep: 1
- Applied formatting to all source files.
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