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