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6 hoursfeat(test_demo): Add audio/visual sync debug tool with tempo testingskal
17 hoursclean up main.ccskal
20 hoursfix(audio): Normalize procedurally generated notes to consistent RMS levelskal
20 hoursfix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guardsskal
20 hoursfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
20 hoursfix(audio): Clean up stale spectrograms and fix asset referencesskal
21 hoursfix(audio): Fix spectrogram amplification issue and add diagnostic toolskal
21 hoursfeat(particles): Implement transparent circular particles with alpha blending...skal
22 hoursfix(audio): Remove Hamming window from synthesis (before IDCT)skal
22 hoursfix(audio): Scale procedural note generation for orthonormal DCTskal
22 hoursfix(audio): Regenerate spectrograms with orthonormal DCTskal
22 hoursfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
23 hoursfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
25 hoursfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
25 hoursfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
28 hoursfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
28 hoursfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
29 hoursrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
29 hoursfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
29 hoursRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
29 hoursfix(shaders): Correct plane distance scaling for non-uniform transformsskal
29 hoursRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
29 hoursfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
29 hoursfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
30 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
30 hoursdocs: Update project documentation and regenerate assetsskal
31 hoursfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
31 hoursfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
32 hoursfeat(assets): Add dodecahedron mesh assetskal
32 hoursrefactor(3d): Split Renderer3D into sub-functionalitiesskal
32 hoursfeat(3d): Implement basic OBJ mesh asset pipelineskal
37 hourschore: Update documentation, generated assets, and cleanupskal
37 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
37 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
42 hourschore: Update generated asset filesskal
42 hoursfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
42 hoursfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
43 hoursfeat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)skal
43 hoursfeat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)skal
43 hoursfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
43 hoursfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
43 hoursperf: Reduce audio test durations for faster test suiteskal
44 hoursfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
44 hoursfix(audio): Resolve tracker test failures due to initialization orderskal
45 hourstest(assets): Add tests for Texture Asset supportskal
46 hoursfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
46 hoursfeat(physics): Implement SDF-based physics engine and BVHskal
3 daysfeat: Replace explicit priorities with stack-based priority modifiersskal
3 daysfeat: Optional sequence end times and comprehensive effect documentationskal
3 daysfeat: Audio playback stability, NOTE_ parsing fix, sample caching, and debug ...skal