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Vide-coded 64k demo system
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43 hours
feat: side-quest - Perlin noise sky and ProcGenFunc error handling
skal
43 hours
refactor: Task #20 - Platform & Code Hygiene
skal
43 hours
clean-up the procedural code a bit
skal
2 days
feat(audio): Fix tracker bugs and implement rock demo track
skal
2 days
test(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)
skal
2 days
refactor(build): Modularize build system with static libraries
skal
2 days
fix(assets): Resolve static initialization order fiasco
skal
2 days
fix: Resolve shader initialization crashes and build errors
skal
2 days
refactor: Shader Asset Integration (Task #24)
skal
2 days
feat(assets): Enforce 16-byte alignment and string safety
skal
2 days
feat: Finalize tracker asset-sample integration with unified pasting strategy
skal
3 days
remove generated assets which shouldn't be in git
skal
3 days
update the melody a bit
skal
3 days
feat: Complete audio tracker system integration and tests
skal
3 days
feat: Integrate tracker system and update project context documentation
skal
3 days
update TODO and fix shaders.cc
skal
3 days
chore: Add BUILD.md, Task 23 to TODO.md, and GPU perf define placeholder
skal
3 days
feat(test): Add comprehensive math and shader composer tests
skal
3 days
fix(3d): Stabilize shadows and isolate floor grid texture
skal
3 days
fix(3d): Distinguish floor grid from object textures
skal
3 days
feat(3d): Implement Task 21.1 WGSL Library & Composer
skal
3 days
test(3d): Enlarge objects and pack them closer to the center
skal
3 days
fix(3d): Resolve spherical distortion in floor grid texture
skal
3 days
feat(3d): Implement tight ray bounds for SDF raymarching
skal
3 days
fix(3d): Tighten torus proxy hull and ensure floor grid visibility
skal
3 days
chore: Apply final code formatting and cleanup
skal
3 days
fix(3d): Restore visible grid texture on floor plane
skal
3 days
fix(3d): Tighten torus bounding box and restore object textures
skal
3 days
fix(3d): Correct debug box transforms and restore object textures
skal
3 days
fix(3d): Unify all objects to SDF path for consistent shadows
skal
3 days
fix(3d): Unify SDF path for all objects and stabilize shadows
skal
3 days
fix(3d): Restore and enhance 3D shadows
skal
3 days
fix(3d): Revert to working N-1 shadow configuration
skal
3 days
fix(3d): Resolve missing shadows on floor plane
skal
3 days
flesh out extra details in the MD files
skal
3 days
fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs
skal
3 days
feat(3d): Use procedural grid for floor and revert object noise
skal
3 days
fix(shader): Correct WGSL loop syntax in calc_shadow
skal
3 days
test(3d): Add procedural grid to floor and enable texturing
skal
3 days
fix(3d): Fix shader syntax error and duplicate declaration
skal
3 days
fix(3d): Resolve shader validation error and tune shadows
skal
3 days
feat(3d): Implement unified shadow system with non-uniform scale support
skal
3 days
feat(3d): Support non-uniform scale and shadows on rasterized objects
skal
3 days
feat(3d): Unify shadow calculations in shader
skal
3 days
fix(3d): Correct shadow bug with non-uniform scale
skal
3 days
test(3d): Enhance test scene with more objects
skal
3 days
feat(3d): Implement scene query shadows (POC)
skal
3 days
feat(3d): Add scaffolding for visual debugging (Task #18a)
skal
3 days
fix(build): Add compatibility for older wgpu-native headers
skal
3 days
refactor(build): Centralize generated files and clean up project layout
skal
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