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12 daysflesh out extra details in the MD filesskal
12 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
12 daysfeat(3d): Use procedural grid for floor and revert object noiseskal
12 daysfix(shader): Correct WGSL loop syntax in calc_shadowskal
12 daystest(3d): Add procedural grid to floor and enable texturingskal
12 daysfix(3d): Fix shader syntax error and duplicate declarationskal
12 daysfix(3d): Resolve shader validation error and tune shadowsskal
12 daysfeat(3d): Implement unified shadow system with non-uniform scale supportskal
12 daysfeat(3d): Support non-uniform scale and shadows on rasterized objectsskal
12 daysfeat(3d): Unify shadow calculations in shaderskal
12 daysfix(3d): Correct shadow bug with non-uniform scaleskal
12 daystest(3d): Enhance test scene with more objectsskal
12 daysfeat(3d): Implement scene query shadows (POC)skal
12 daysfeat(3d): Add scaffolding for visual debugging (Task #18a)skal
12 daysfix(build): Add compatibility for older wgpu-native headersskal
12 daysrefactor(build): Centralize generated files and clean up project layoutskal
12 daysfeat(visuals): Increase 3D object size and add erratic camera motionskal
12 daysrefactor(platform): Encapsulate state in PlatformState structskal
12 daysfeat(platform): Fix high-DPI scaling and add resolution optionskal
13 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
13 daystry to fix the messskal
13 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
13 daysfeat(assets): Implement robust procedural asset generation pipelineskal
13 daysfeat(assets): Implement procedural asset generation pipelineskal
13 daysfeat(assets): Implement procedural asset generation pipelineskal
13 daysfeat(asset_manager): Implement array-based cachingskal
13 daysfeat: Add seamless bump mapping with procedural noiseskal
13 daysfeat: Implement hybrid rendering with SDF primitivesskal
13 daysfeat: Implement 3D system and procedural texture managerskal
13 daysChore: Apply clang-format to the codebaseskal
13 daysRefactor: Move common GPU fields to base Effect classesskal
13 daysRefactor: Split demo effects and shaders into individual filesskal
13 daysformat shader codeskal
13 daysclang-formatskal
13 daysfix(build): resolve cross-platform build configuration errorsskal
14 daysstyle: add vertical compression rules to clang-formatskal
14 daysrefactor: move generated asset files to src/generated/skal
14 daysfix(gpu): resolve multiple WebGPU validation and runtime errorsskal
14 daysfix: Resolve all remaining linking and include errors for Sequence/Effect testsskal
14 daysadd testing for sequenceskal
14 daysfix: Resolve all build/linking errors for Sequence/Effect testsskal
14 daystest: Finalize sequence/effect system testsskal
14 daystools: Improve seq_compiler usage with example commandskal
14 daysfix: Cross-compilation and style complianceskal
14 daysfeat: Full implementation of post-processing pipeline and new effectsskal
14 daysfeat: Multi-pass rendering architecture and effect stubsskal
14 daysfeat: Implement Sequence Compiler for data-driven choreographyskal
14 daysopt: Guard debug/seek features with STRIP_ALLskal
14 daysfeat: Add --seek command line option for fast-forward debuggingskal
14 daysfeat: Implement Sequence and Effect system for demo choreographyskal