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6 hoursfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
6 hoursfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
7 hoursfeat(assets): Add dodecahedron mesh assetskal
7 hoursrefactor(3d): Split Renderer3D into sub-functionalitiesskal
7 hoursfeat(3d): Implement basic OBJ mesh asset pipelineskal
12 hourschore: Update documentation, generated assets, and cleanupskal
12 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
12 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
17 hourschore: Update generated asset filesskal
18 hoursfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
18 hoursfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
18 hoursfeat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)skal
18 hoursfeat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)skal
18 hoursfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
18 hoursfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal
18 hoursperf: Reduce audio test durations for faster test suiteskal
19 hoursfeat(audio): Implement AudioEngine and SpectrogramResourceManager (Task #56 P...skal
19 hoursfix(audio): Resolve tracker test failures due to initialization orderskal
20 hourstest(assets): Add tests for Texture Asset supportskal
21 hoursfeat(assets): Add Texture Asset support (Task #18.0 prep)skal
21 hoursfeat(physics): Implement SDF-based physics engine and BVHskal
38 hoursfeat: Replace explicit priorities with stack-based priority modifiersskal
40 hoursfeat: Optional sequence end times and comprehensive effect documentationskal
42 hoursfeat: Audio playback stability, NOTE_ parsing fix, sample caching, and debug ...skal
45 hoursfix(audio): Add pending buffer for partial writes to prevent sample lossskal
45 hoursfix(audio): Check buffer space before rendering to prevent sample lossskal
45 hoursfix(audio): Render audio in small chunks to fix timing gapsskal
46 hoursfeat(audio): Implement ring buffer for live playback timingskal
47 hoursfeat(audio): Trigger pattern events individually for tempo scalingskal
47 hourstest(audio): Add regression test for WAV dump stereo formatskal
48 hoursfix(audio): WAV dump now outputs stereo format matching live audioskal
48 hoursfix(audio): Properly sync tracker and synth timing in WAV dumpskal
48 hoursfix(audio): WAV dump now calls tracker_update at 60Hz to prevent choppy audioskal
48 hoursfix(audio): WAV dump backend now properly triggers tracker patternsskal
48 hoursfeat(audio): Add WAV dump backend for debugging audio outputskal
2 daysfeat(audio): Simplified demo track with tempo scaling testsskal
2 daysfeat(audio): Variable tempo system with music time abstractionskal
2 daysfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
2 daysfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
2 daysfeat(audio): Implement audio backend abstraction (Task #51.1)skal
2 dayschore(assets): Update generated asset data for modular WGSLskal
2 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
2 daystest(coverage): Improve Audio coverage (Task #48)skal
2 daysrevised .gitignoreskal
2 daystest(coverage): Improve Asset Manager coverage (Task #47)skal
2 daystest(procedural): Improve test coverage (Task #45)skal
2 daysfeat(tests): Add comprehensive tests for math and 3d librariesskal
2 dayshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
3 daysfix: Correct depth handling in two-pass rendering for skybox and objectsskal
3 daysfix: Resolve skybox and floor rendering bugs with two-pass approachskal