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Aura3D 4.3.2
Pre-release
Pre-release
Superseded. This version is deprecated. Upgrade to Aura3D 4.7.2.
- The rebuilt Hoops, Diamond and Links athletes lose the shoulder balls and dark arm bands. The arm and sleeve tubes of the 4.3.1 rebuild (and of the FC rebuild tool) were wound inside out, so the engine drew their inner faces dark: the "elbow band" and dark sleeves. The tubes are now outward-facing, the shoulder spheres are gone (the Aura FC striker and goalkeeper get the same fix plus a clean torso tube in place of the ragged Meshy shell,
rebuild-arms.mjs --taper --cap-sleeves --cap-radius 0 --torso-tube), the arm and sleeve roots taper into the torso so no rim shows, and the shoulder slopes smoothly into a short sleeve. Hands stay within 1 cm of the previous palm points. - Teleoperator renders again. The four generated building models were never admitted in
aura.assets.json, so the production build did not copy them (404 live) andauraApp.ready()rejected, leaving the 3D canvas black in 4.3.0 and 4.3.1. They are admitted now, both Teleoperator variants fall back to plain boxes if a building model is unreachable and no longer stop the simulation whenready()fails, and a newdeployable-assetsgame check fails when a game references a/aura-assets/model the build would not copy. - The 4.2.0 shadow and post behaviour is the default again (hotfix, real GPUs). Aura Slam rendered dark with dense stripes on a Mac GPU after 4.3.0 while software WebGL2 looked fine, so everything 4.3.0 changed on that path is switchable and off by default: the cascade fit (casters widen the ortho, camera near/far as given), the oversize-caster skip, instanced casters through the attribute buffer (
__A3D_SHADOW_FIT__ = "current"or?shadowfit=currentopts in; the 4000 m sky dome in Shadowstep Gauntlet needs it), and the linear-light vignette in the OUT stage (__A3D_LINEAR_VIGNETTE__or?linearvig=1). A large flat floor is never an oversize shell. Legacy mode keeps the 4.2.0 depth shader source and program keys, so frames match 4.2.0. - The OutputPass HDR route for post chains is opt-in again. 4.3.0 sent chains made of only bloom and tone mapping through a new rgba16f target and the shared OutputPass; it was proven on software WebGL2 only and real GPUs rendered some scenes dark (Teleoperator black, Aura Slam dark). The fused present of 4.2.0 is the default again; opt in with
globalThis.__A3D_HDR_OUTPUT_PASS__ = trueor?hdrout=1. The route also requiresEXT_color_buffer_floatorEXT_color_buffer_half_floaton a real WebGL2 context. Linear-light vignette, one tone map and the 4.3.0 luma numbers on the fused path are unchanged. tests/browser/shadow-banding.spec.tscaptures every sun-shadow game (and the live Aura Slam page) at DPR 1 and 2 on the remote runner;tests/browser/shadow-banding.config.jsonlets it drive the production URL. Software WebGL2 did not reproduce the real-GPU stripes: the frames are the evidence, the stripe number is a smoke check.- Hoops: the athletes no longer hover 0.96 m above the floor, so the hand is on the ball. The athletes and the ball are
scaleMode: "fit"models, which the renderer grounds on their lowest point, but the game placed them as if their origin were their centre (y + 0.96, and the ball at its centre height), so every player was drawn a metre above his ring, shadow and the bouncing ball and the ball bounced a metre below the drawn hand in every pose (the probes read the bones in the model's own space, so they agreed with themselves, not with the screen). Athletes now sit at floor height, the ball node is placed so its centre is the sim ball whatever its spin, and the dribble probe now projects the drawn palm and the ball through the live camera (tests/browser/hoops-dribble-screen.spec.ts,?diag=1&qaStep=1).