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13 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
13 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
14 hoursRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
14 hoursfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
14 hoursfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
15 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
15 hoursdocs: Update project documentation and regenerate assetsskal
15 hoursfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
15 hoursfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
16 hoursfeat(assets): Add dodecahedron mesh assetskal
16 hoursrefactor(3d): Split Renderer3D into sub-functionalitiesskal
17 hoursfeat(3d): Implement basic OBJ mesh asset pipelineskal
21 hourschore: Update documentation, generated assets, and cleanupskal
21 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
22 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
26 hourschore: Update generated asset filesskal
27 hoursfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
27 hoursfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
27 hoursfeat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)skal
27 hoursfeat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)skal
27 hoursfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
27 hoursfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
28 hoursperf: Reduce audio test durations for faster test suiteskal
28 hoursfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
29 hoursfix(audio): Resolve tracker test failures due to initialization orderskal
29 hourstest(assets): Add tests for Texture Asset supportskal
31 hoursfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
31 hoursfeat(physics): Implement SDF-based physics engine and BVHskal
47 hoursfeat: 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
2 daysfix(audio): Render audio in small chunks to fix timing gapsskal
2 daysfeat(audio): Implement ring buffer for live playback timingskal
2 daysfeat(audio): Trigger pattern events individually for tempo scalingskal
2 daystest(audio): Add regression test for WAV dump stereo formatskal
2 daysfix(audio): WAV dump now outputs stereo format matching live audioskal
2 daysfix(audio): Properly sync tracker and synth timing in WAV dumpskal
2 daysfix(audio): WAV dump now calls tracker_update at 60Hz to prevent choppy audioskal
2 daysfix(audio): WAV dump backend now properly triggers tracker patternsskal
2 daysfeat(audio): Add WAV dump backend for debugging audio outputskal
2 daysfeat(audio): Simplified demo track with tempo scaling testsskal
2 daysfeat(audio): Variable tempo system with music time abstractionskal
2 daysfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
2 daysfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
2 daysfeat(audio): Implement audio backend abstraction (Task #51.1)skal
2 dayschore(assets): Update generated asset data for modular WGSLskal
2 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
3 daystest(coverage): Improve Audio coverage (Task #48)skal