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7 daysfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
7 daysfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
7 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
7 daysfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
8 daysfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
8 daysfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
8 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
8 daysfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
8 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
8 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
8 daysRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
8 daysfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
8 daysfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
8 daysfix: Correct mesh normal transformation and floor shadow renderingskal
8 daysdocs: Update project documentation and regenerate assetsskal
8 daysfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
8 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
8 daysfeat(assets): Add dodecahedron mesh assetskal
8 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
8 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
8 dayschore: Update documentation, generated assets, and cleanupskal
8 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
8 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
8 dayschore: Update generated asset filesskal
8 daysfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
8 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
8 daysfeat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)skal
8 daysfeat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)skal
8 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
8 daysfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
8 daysperf: Reduce audio test durations for faster test suiteskal
8 daysfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
8 daysfix(audio): Resolve tracker test failures due to initialization orderskal
8 daystest(assets): Add tests for Texture Asset supportskal
8 daysfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
8 daysfeat(physics): Implement SDF-based physics engine and BVHskal
9 daysfeat: Replace explicit priorities with stack-based priority modifiersskal
9 daysfeat: Optional sequence end times and comprehensive effect documentationskal
9 daysfeat: Audio playback stability, NOTE_ parsing fix, sample caching, and debug ...skal
9 daysfix(audio): Add pending buffer for partial writes to prevent sample lossskal
9 daysfix(audio): Check buffer space before rendering to prevent sample lossskal
9 daysfix(audio): Render audio in small chunks to fix timing gapsskal
9 daysfeat(audio): Implement ring buffer for live playback timingskal
9 daysfeat(audio): Trigger pattern events individually for tempo scalingskal
9 daystest(audio): Add regression test for WAV dump stereo formatskal
9 daysfix(audio): WAV dump now outputs stereo format matching live audioskal
9 daysfix(audio): Properly sync tracker and synth timing in WAV dumpskal
9 daysfix(audio): WAV dump now calls tracker_update at 60Hz to prevent choppy audioskal
9 daysfix(audio): WAV dump backend now properly triggers tracker patternsskal
9 daysfeat(audio): Add WAV dump backend for debugging audio outputskal