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25 hoursfeat(uniforms): Add noise field with per-frame random valuesskal
26 hoursrefactor(effects): Streamline uniforms initializationskal
26 hoursrefactor(gpu): Add RAII wrapper for WGPU resources to eliminate manual cleanupskal
26 hoursrefactor(effects): Factor shared initialization into Effect base classskal
28 hoursdocs(gpu): Purge comment bloat from GPU headersskal
28 hoursrefactor(gpu): Remove stale v2 references from demo_effectsskal
28 hoursfix(build): Resolve Windows cross-compilation failuresskal
29 hoursrefactor(3d): SceneLoader to namespaceskal
30 hoursfeat: Rename GPU stub and headless files and update referencesskal
30 hoursstyle: replace C++ casts with C-style castsskal
30 hoursrefactor: centralize platform-specific code in gpu.hskal
30 hoursfeat: add time-based effect activation with auto-passthroughskal
31 hoursstyle: Apply clang-formatskal
31 hoursrefactor: move shaders.{h,cc} to src/effects and remove v2 suffixskal
31 hoursfix: use low-latency profile for regular Core Audio callbacksskal
39 hoursfix: correct Heptagon effect rendering and SDF implementationskal
39 hoursfix: port Hybrid3D effect to sequence v2 architectureskal
40 hourstest: enhance GaussianBlur parameters and test timelineskal
41 hoursrefactor: complete removal of 'Effect' suffix from C++ class namesskal
46 hoursfeat: Add PeakMeterEffect v2 for test_demo audio visualizationskal
46 hoursfix: calculate beat_phase for FlashEffect and refactor uniformsskal
46 hoursfix: load rotating_cube_v2 shader from asset instead of empty stringskal
46 hoursrefactor(gpu): remove depthSlice conditionals, use platform.h abstractionskal
47 hoursfeat: Add FlashEffect for audio/visual sync testingskal
47 hoursrefactor: remove empty audio_update() functionskal
47 hoursrefactor(headless): convert nullptr checks to strippable macrosskal
48 hoursfix(headless): add early returns to all effect constructorsskal
48 hoursfix(headless): add nullptr checks for GPU resource creationskal
48 hoursfix(headless): add missing Effect include and gpu_get_surface stubskal
48 hoursfix(build): add missing headers and enum casts for strict compilationskal
48 hoursfix(shaders): correct sequence uniforms snippet registration nameskal
2 daysrefactor: remove v2 versioning artifacts, establish Sequence as canonical systemskal
2 daysfix(tests): resolve all v2 test failures, 35/35 passingskal
2 daysrefactor: invert FATAL_CHECK logic to standard assertion styleskal
2 daysfix(tests): port tests to v2 API, fix FATAL_CHECK logicskal
2 daysfeat(sequence): complete v2 migration with DAG-based routingskal
2 daysfeat(sequence): integrate v2 timeline with main loopskal
2 daystest(audio): remove brittle SilentBackendTestskal
2 daysfix(cnn): rename CNNLayerParams to CNNv1LayerParamsskal
2 daysfix(audio): implement get_callback_state in TestBackendskal
2 daysfeat(sequence): port hybrid_3d_effect to v2skal
2 daysfeat(sequence): port rotating_cube_effect to v2skal
2 daysfeat(sequence): port particles_effect to v2skal
2 daysfeat(sequence): create v2 timeline with placeholder effectsskal
2 daysfeat(sequence): add inline post-process functions for v2skal
2 daysfeat(sequence): complete phase 3 - v2 shader integration and effect portsskal
2 daysfeat(sequence): Clean up compiler and add test accessorskal
2 daysfeat(sequence): Phase 3 - Port 3 effects to v2skal
2 daysfeat(sequence): Phase 1 - Sequence v2 foundationskal
3 dayssmaller cubeskal