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18 hoursfix(audio): Add pending buffer for partial writes to prevent sample lossskal
18 hoursfix(audio): Check buffer space before rendering to prevent sample lossskal
18 hoursfix(audio): Render audio in small chunks to fix timing gapsskal
18 hoursfeat(audio): Implement ring buffer for live playback timingskal
20 hoursfeat(audio): Trigger pattern events individually for tempo scalingskal
20 hourstest(audio): Add regression test for WAV dump stereo formatskal
20 hoursfix(audio): WAV dump now outputs stereo format matching live audioskal
20 hoursfix(audio): Properly sync tracker and synth timing in WAV dumpskal
21 hoursfix(audio): WAV dump now calls tracker_update at 60Hz to prevent choppy audioskal
21 hoursfix(audio): WAV dump backend now properly triggers tracker patternsskal
21 hoursfeat(audio): Add WAV dump backend for debugging audio outputskal
21 hoursfeat(audio): Simplified demo track with tempo scaling testsskal
21 hoursfeat(audio): Variable tempo system with music time abstractionskal
21 hoursfeat(audio): Tracker timing test suite (Tasks #51.3 & #51.4)skal
22 hoursfeat(audio): Implement mock audio backend for testing (Task #51.2)skal
22 hoursfeat(audio): Implement audio backend abstraction (Task #51.1)skal
23 hourschore(assets): Update generated asset data for modular WGSLskal
23 hoursfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
24 hourstest(coverage): Improve Audio coverage (Task #48)skal
24 hoursrevised .gitignoreskal
24 hourstest(coverage): Improve Asset Manager coverage (Task #47)skal
24 hourstest(procedural): Improve test coverage (Task #45)skal
24 hoursfeat(tests): Add comprehensive tests for math and 3d librariesskal
25 hourshandoff(Claude): Stabilize 3D renderer with rotating skybox and two-pass arch...skal
39 hoursfix: Correct depth handling in two-pass rendering for skybox and objectsskal
39 hoursfix: Resolve skybox and floor rendering bugs with two-pass approachskal
39 hoursfix: Implement proper skybox rendering with Perlin noiseskal
40 hoursfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
40 hoursrefactor: Task #20 - Platform & Code Hygieneskal
40 hoursclean-up the procedural code a bitskal
46 hoursfeat(audio): Fix tracker bugs and implement rock demo trackskal
48 hourstest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
2 daysrefactor(build): Modularize build system with static librariesskal
2 daysfix(assets): Resolve static initialization order fiascoskal
2 daysfix: Resolve shader initialization crashes and build errorsskal
2 daysrefactor: Shader Asset Integration (Task #24)skal
2 daysfeat(assets): Enforce 16-byte alignment and string safetyskal
2 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
2 daysremove generated assets which shouldn't be in gitskal
2 daysupdate the melody a bitskal
2 daysfeat: Complete audio tracker system integration and testsskal
3 daysfeat: Integrate tracker system and update project context documentationskal
3 daysupdate TODO and fix shaders.ccskal
3 dayschore: Add BUILD.md, Task 23 to TODO.md, and GPU perf define placeholderskal
3 daysfeat(test): Add comprehensive math and shader composer testsskal
3 daysfix(3d): Stabilize shadows and isolate floor grid textureskal
3 daysfix(3d): Distinguish floor grid from object texturesskal
3 daysfeat(3d): Implement Task 21.1 WGSL Library & Composerskal
3 daystest(3d): Enlarge objects and pack them closer to the centerskal
3 daysfix(3d): Resolve spherical distortion in floor grid textureskal