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24 hourstest(coverage): Improve Asset Manager coverage (Task #47)skal
24 hourstest(procedural): Improve test coverage (Task #45)skal
24 hoursfeat(tests): Add comprehensive tests for math and 3d librariesskal
25 hourshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
39 hoursfix: Correct depth handling in two-pass rendering for skybox and objectsskal
39 hoursfix: Resolve skybox and floor rendering bugs with two-pass approachskal
39 hoursfix: Implement proper skybox rendering with Perlin noiseskal
40 hoursfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
40 hoursrefactor: Task #20 - Platform & Code Hygieneskal
40 hoursclean-up the procedural code a bitskal
46 hoursfeat(audio): Fix tracker bugs and implement rock demo trackskal
48 hourstest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
2 daysrefactor(build): Modularize build system with static librariesskal
2 daysfix(assets): Resolve static initialization order fiascoskal
2 daysfix: Resolve shader initialization crashes and build errorsskal
2 daysrefactor: Shader Asset Integration (Task #24)skal
2 daysfeat(assets): Enforce 16-byte alignment and string safetyskal
2 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
2 daysremove generated assets which shouldn't be in gitskal
2 daysupdate the melody a bitskal
2 daysfeat: Complete audio tracker system integration and testsskal
3 daysfeat: Integrate tracker system and update project context documentationskal
3 daysupdate TODO and fix shaders.ccskal
3 dayschore: Add BUILD.md, Task 23 to TODO.md, and GPU perf define placeholderskal
3 daysfeat(test): Add comprehensive math and shader composer testsskal
3 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
3 daysfix(3d): Distinguish floor grid from object texturesskal
3 daysfeat(3d): Implement Task 21.1 WGSL Library & Composerskal
3 daystest(3d): Enlarge objects and pack them closer to the centerskal
3 daysfix(3d): Resolve spherical distortion in floor grid textureskal
3 daysfeat(3d): Implement tight ray bounds for SDF raymarchingskal
3 daysfix(3d): Tighten torus proxy hull and ensure floor grid visibilityskal
3 dayschore: Apply final code formatting and cleanupskal
3 daysfix(3d): Restore visible grid texture on floor planeskal
3 daysfix(3d): Tighten torus bounding box and restore object texturesskal
3 daysfix(3d): Correct debug box transforms and restore object texturesskal
3 daysfix(3d): Unify all objects to SDF path for consistent shadowsskal
3 daysfix(3d): Unify SDF path for all objects and stabilize shadowsskal
3 daysfix(3d): Restore and enhance 3D shadowsskal
3 daysfix(3d): Revert to working N-1 shadow configurationskal
3 daysfix(3d): Resolve missing shadows on floor planeskal
3 daysflesh out extra details in the MD filesskal
3 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
3 daysfeat(3d): Use procedural grid for floor and revert object noiseskal
3 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
3 daystest(3d): Add procedural grid to floor and enable texturingskal
3 daysfix(3d): Fix shader syntax error and duplicate declarationskal
3 daysfix(3d): Resolve shader validation error and tune shadowsskal
3 daysfeat(3d): Implement unified shadow system with non-uniform scale supportskal
3 daysfeat(3d): Support non-uniform scale and shadows on rasterized objectsskal