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42 hourstest(gpu): Add comprehensive effect class testing (Phase 2.1)skal
42 hourstest: Add GPU effects test infrastructure (Phase 1 Foundation)skal
42 hoursrefactor: Move platform files to src/platform/ subdirectoryskal
42 hourstest: Add platform test coverage (test_platform.cc)skal
43 hoursfeat(test_demo): Add validation for command-line optionsskal
43 hoursfeat(test_demo): Add beat_number column to fine-grained peak logskal
43 hoursfeat(test_demo): Add fine-grained peak logging at frame resolutionskal
43 hoursfeat(test_demo): Add audio/visual sync debug tool with tempo testingskal
2 daysclean up main.ccskal
2 daysfix(audio): Normalize procedurally generated notes to consistent RMS levelskal
2 daysfix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guardsskal
2 daysfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
2 daysfix(audio): Clean up stale spectrograms and fix asset referencesskal
2 daysfix(audio): Fix spectrogram amplification issue and add diagnostic toolskal
2 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
2 daysfix(audio): Remove Hamming window from synthesis (before IDCT)skal
2 daysfix(audio): Scale procedural note generation for orthonormal DCTskal
2 daysfix(audio): Regenerate spectrograms with orthonormal DCTskal
2 daysfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
2 daysfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
3 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
3 daysfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
3 daysfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
3 daysfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
3 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
3 daysfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
3 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
3 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
3 daysRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
3 daysfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
3 daysfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
3 daysfix: Correct mesh normal transformation and floor shadow renderingskal
3 daysdocs: Update project documentation and regenerate assetsskal
3 daysfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
3 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
3 daysfeat(assets): Add dodecahedron mesh assetskal
3 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
3 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
3 dayschore: Update documentation, generated assets, and cleanupskal
3 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
3 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
3 dayschore: Update generated asset filesskal
3 daysfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
3 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
3 daysfeat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)skal
3 daysfeat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)skal
3 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
3 daysfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
3 daysperf: Reduce audio test durations for faster test suiteskal
3 daysfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal