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Aura3D 4.3.4

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@gchahal1982 gchahal1982 released this 26 Oct 23:31
· 2408 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 4.7.8.

  • Particles and points can no longer grow into screen-filling discs on real GPUs (engine, rendering). SwiftShader clamps gl_PointSize tightly, while real GPUs (ANGLE/Metal) allow very large point sizes, so a size-attenuated point that passed close to the camera, or had a large authored size, drew as a giant soft disc. Attenuated points() are now capped at 12% of the render height with a near cull, fixed-pixel points at 256 px, and billboard particle batches default to a 10% screen cap (DEFAULT_PARTICLE_MAX_SCREEN) and drop any particle behind the camera. Unit tests mirror the vertex math and pin the shader source.
  • Links golfer: the right (trail) arm is drawn in front of the torso, not inside it (games). An offline sweep (tools/aura-athletes/links-arm-sweep.ts, links-arm-visibility.ts, links-arm-render.ts: the game's own swing solve through the shipped golfer GLB, CPU-skinned, four views) showed the arm lengths were always right but the right arm lay half inside the rebuilt jersey torso in the putting stroke and the backswing/downswing (only 8 to 37 percent of it visible from the best side), which read as a shoulder stub with no arm. The trail-arm solve is pinned by the club (palm plus shaft angle), so its elbow could not move; the drawn right arm now reaches the same grip point through a free elbow (ARM_POLES, pointing forward and down like the lead arm) while the club still follows the exact solve. Worst visible fraction over every phase went from 0.19 to 0.54 (right) and 0.57 to 0.76 (left), putting from 0.55 to 0.77. New tests/unit/aura-links-3d/arm-sweep.test.ts sweeps every phase and club and the aim yaws and fails on a collapsed, detached or hidden arm. The aim yaw cannot collapse an arm: the arms are solved in the golfer frame and the aim only rotates the whole node.