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8 hoursfix(audio): Normalize procedurally generated notes to consistent RMS levelskal
8 hoursfix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guardsskal
8 hoursfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
9 hoursfix(audio): Clean up stale spectrograms and fix asset referencesskal
9 hoursfix(audio): Fix spectrogram amplification issue and add diagnostic toolskal
9 hoursfeat(particles): Implement transparent circular particles with alpha blending...skal
10 hoursfix(audio): Remove Hamming window from synthesis (before IDCT)skal
10 hoursfix(audio): Scale procedural note generation for orthonormal DCTskal
10 hoursfix(audio): Regenerate spectrograms with orthonormal DCTskal
11 hoursfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
11 hoursfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
13 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
13 hoursfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
16 hoursfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
17 hoursfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
17 hoursrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
17 hoursfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
17 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
17 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
17 hoursRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
17 hoursfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
17 hoursfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
18 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
18 hoursdocs: Update project documentation and regenerate assetsskal
19 hoursfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
19 hoursfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
20 hoursfeat(assets): Add dodecahedron mesh assetskal
20 hoursrefactor(3d): Split Renderer3D into sub-functionalitiesskal
20 hoursfeat(3d): Implement basic OBJ mesh asset pipelineskal
25 hourschore: Update documentation, generated assets, and cleanupskal
25 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
25 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
30 hourschore: Update generated asset filesskal
31 hoursfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
31 hoursfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
31 hoursfeat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)skal
31 hoursfeat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)skal
31 hoursfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
31 hoursfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
31 hoursperf: Reduce audio test durations for faster test suiteskal
32 hoursfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
32 hoursfix(audio): Resolve tracker test failures due to initialization orderskal
33 hourstest(assets): Add tests for Texture Asset supportskal
34 hoursfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
34 hoursfeat(physics): Implement SDF-based physics engine and BVHskal
2 daysfeat: Replace explicit priorities with stack-based priority modifiersskal
2 daysfeat: Optional sequence end times and comprehensive effect documentationskal
2 daysfeat: Audio playback stability, NOTE_ parsing fix, sample caching, and debug ...skal
2 daysfix(audio): Add pending buffer for partial writes to prevent sample lossskal
2 daysfix(audio): Check buffer space before rendering to prevent sample lossskal