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