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