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8 daystest(gpu): Add automatic validation for effect test coverageskal
8 daystest(gpu): Add post-process helper utilities testing (Phase 2.2)skal
8 daystest(gpu): Add comprehensive effect class testing (Phase 2.1)skal
8 daystest: Add GPU effects test infrastructure (Phase 1 Foundation)skal
8 daysrefactor: Move platform files to src/platform/ subdirectoryskal
8 daystest: Add platform test coverage (test_platform.cc)skal
8 daysfeat(test_demo): Add validation for command-line optionsskal
8 daysfeat(test_demo): Add beat_number column to fine-grained peak logskal
8 daysfeat(test_demo): Add fine-grained peak logging at frame resolutionskal
8 daysfeat(test_demo): Add audio/visual sync debug tool with tempo testingskal
9 daysclean up main.ccskal
9 daysfix(audio): Normalize procedurally generated notes to consistent RMS levelskal
9 daysfix(test_mesh): Add missing include and wrap debug calls in STRIP_ALL guardsskal
9 daysfeat(audio): Add RMS normalization to spectool for consistent sample loudnessskal
9 daysfix(audio): Clean up stale spectrograms and fix asset referencesskal
9 daysfix(audio): Fix spectrogram amplification issue and add diagnostic toolskal
9 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
9 daysfix(audio): Remove Hamming window from synthesis (before IDCT)skal
9 daysfix(audio): Scale procedural note generation for orthonormal DCTskal
9 daysfix(audio): Regenerate spectrograms with orthonormal DCTskal
9 daysfeat(audio): Integrate FFT-based DCT/IDCT into audio engine and toolsskal
9 daysfix(audio): Complete FFT Phase 2 - DCT/IDCT via reordering methodskal
9 daysfix(shaders): Resolve WGSL validation errors and add shader compilation testsskal
9 daysfeat(audio): FFT implementation Phase 1 - Infrastructure and foundationskal
9 daysfeat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)skal
9 daysfix(build): Add file-level dependencies for assets (shaders, meshes, audio)skal
9 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
9 daysfix(test_mesh): Use BOX floor instead of PLANE to fix shadow renderingskal
9 daysRevert "fix(shaders): Correct plane distance scaling for non-uniform transforms"skal
9 daysfix(shaders): Correct plane distance scaling for non-uniform transformsskal
9 daysRevert "fix(test_mesh): Use uniform floor scale to fix shadow artifacts"skal
9 daysfix(test_mesh): Use uniform floor scale to fix shadow artifactsskal
9 daysfix(math): Normalize axis in quat::from_axis to prevent scaling artifactsskal
9 daysfix: Correct mesh normal transformation and floor shadow renderingskal
9 daysdocs: Update project documentation and regenerate assetsskal
9 daysfix(test_mesh): Resolve all WGPU API and build issues on macOSskal
9 daysfeat(tests): Add test_mesh tool for OBJ loading and normal visualizationskal
9 daysfeat(assets): Add dodecahedron mesh assetskal
9 daysrefactor(3d): Split Renderer3D into sub-functionalitiesskal
9 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
9 dayschore: Update documentation, generated assets, and cleanupskal
9 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
9 daysfeat(perf): Add toggle for GPU BVH and fix fallbackskal
10 dayschore: Update generated asset filesskal
10 daysfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
10 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
10 daysfeat(audio): Complete Phase 4 - Cleanup and Documentation (Task #56)skal
10 daysfeat(audio): Complete Phase 3 - Migrate main.cc to AudioEngine (Task #56)skal
10 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
10 daysfeat(audio): Complete Phase 2 - Migrate tests to AudioEngine (Task #56)skal