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Aura3D 4.3.5

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@gchahal1982 gchahal1982 released this 27 Oct 00:58
· 2877 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 5.0.2; see the 4.x to 5.0 migration guide.

  • app.effects.runtime = "off" | "on" switches runtime-spawned effects per app (engine). With "off", effects.burst, effects.spawn, game effects and impact presets create no particles; the camera and light feedback still run, authored scene effects are untouched, and the library default stays "on". The URL's ?vfx=on and ?vfx=off override the app either way, and window.__AURA_VFX_DEBUG__ (?vfxdebug=1) still lists live emitters. Tests: tests/qr/prd07/unit/runtime-effects-switch.test.ts.
  • Runtime effects are off by default in Aura Links 3D, Aura FC 3D and Iron Crown (games). The cause of the floating yellow/white and blue/gold bubbles the owner sees on a real GPU is still unproven. Open any of the three with ?vfx=on to re-enable the effects for diagnosis, together with ?vfxdebug=1. Aura Hoops and Aura Diamond also use runtime effects (hit sparks and bursts); no bubbles were reported there, so they stay on.
  • Camera-following weather sprites (snow, rain) are capped on screen and fade near the lens (engine, rendering). They have a world-space size, so a flake passing 0.3 m from the camera projected to a disc of about 390 px (rain streaks about 290 px). Snow is now capped at 1.55 percent of the viewport height (14 px at 900 px), rain at 4 percent, both fade out under 1 m, and VOLUME_SPRITE_LIMITS and volumeSpriteScreenSize (the CPU model of the vertex math) carry the numbers for rain, snow, marine snow (8 px) and dust motes (8 px). Aura Links 3D, Aura FC 3D and Iron Crown do not enable any weather or dust volume (their looks carry none, and their light cones are beams), so this does not explain the owner's bubbles in those games; it protects every game that does use weather. Tests: tests/unit/rendering/volume-sprite-limits.test.ts.
  • Correction to the 4.3.4 note on point sizes. SwiftShader reports ALIASED_POINT_SIZE_RANGE as [1, 1023], so the explanation that software GL hides oversized points was wrong. The 4.3.4 on-screen cap (12 percent of the render height) is a safety net only and does not shrink 20 to 60 px bubbles.