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Aura3D 4.6.1

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@gchahal1982 gchahal1982 released this 30 Oct 01:44
· 2056 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 4.7.16.

The other twelve games from the live-games and 4.5.0 audit (docs/audits/live-games-4.5.0-audit-2026-10-29.md; lane reports docs/audits/lanes/g10.md to g25.md), on the 4.6.0 engine, plus the follow-up test and site work. All browser measurements are software WebGL2 on the remote runner; no real-GPU run has been made.

Games

  • Aura Links 3D (G10). Holes can be finished: the meter no longer presses itself or runs at 3x, putts use the green friction the roll uses, and the ?autoplay=1 demo holes all 54 holes in 12 strokes or fewer (the audit measured 0 of 54). Difficulty sets the pure strip; the celebrate orbit no longer leaks into the next hole; a fast centre putt no longer reverses; Pro Circuit continues; the pond is drawn at its hazard radius; short approaches no longer fly long; the menu mid-shot no longer breaks the hole; Putting Lab counts misses; the ball is smaller than the cup; Neon Bay is lit (mean luma 2.26 to 27.6); contact shadows show at night; per-app asset catalog; touch and reduced-motion gaps closed.
  • Bunker Zero (G11). The Iron Warden's summons no longer freeze floor 6; events keep firing after 40; floor 6 ends on a result screen; a Kill House time-out no longer shows CLEAR; each weapon has its own magazine; boss rockets hurt only where they land; enemies no longer see through doors; walls on floors 2 to 6 and the Kill House no longer draw near black (material and instance colour both carried the palette); twin-stick touch layer with fire, use, reload, swap and pause; a pause menu; off-floor nodes hidden (floor 6 draw calls 184 to 29, floor 1 217 to 165); per-app asset catalog.
  • Glint Courier (G13). The game-over card hides on retry; a win card when the relay grid is complete; portrait phones see the whole maze (at 390x844 the maze corners projected to 3.08 NDC, 32% of the width visible; now 0.90); Next Board keeps score and lives; no instant deaths on board 1 (spawns need 10 path tiles, releases are staggered); Sentry Lab slow-mo works; per-board palettes; touch pause and phone instructions; flicker and strobe follow reduced motion; pause on blur. New card, poster and screens from the reworked game.
  • Cross Hop (G14). Run coins reset; back-and-forth score farming is gone; Train Dodges is winnable; rail warnings follow the trains; hitboxes match the models; restart, R and HOP AGAIN keep the theme and seed; river and lava hops land only on reachable platforms; no scenery in traffic lanes; horn, rescue and UI cues play; fixed-step simulation; instance pools resubmit only when rows or theme change; textured logs; rail crossings get posts and lowering arms during a warning; pause on blur; reduced motion. Themes 3 and 4 are no longer lit twice (the engine fix is in 4.6.0).
  • Gridlock Courier (G18). Touch controls (steering pad, gas, brake, drift, nitro, pause and sound, shown on coarse pointers); the canvas follows resizes; a delivery loop with an end state; audio pauses with the game; no driving through furniture; traffic no longer overlaps; traffic drawn as one instanced node per car kind (draw calls in a drive 126 to 83); Start unlocks once programs are ready instead of waiting about 45 s for the HDRI; the ?env=0 rung is lit again (mean luma 4.3.7 123.5, 4.5.0 75.5, now 123.6).
  • Ion Circuit (G19). Neutral-room environment again (LIGHT-01; lit-model luma 22.5 on 4.5.0 to 72.6, 4.3.7 was 71.5); the GO banner clears after 0.8 s; barrels are hit at bolt height; the chain window reaches the next target; gold is 36 kills inside 5:00 (was 42); touch controls with auto-throttle on coarse pointers, which also load a lighter model set; pause panel and auto-pause; error panel with restart; HULL and gun-lock HUD with crash notices; reduced motion and key rebinding; race sounds and an engine voice; a contact shadow under the drone; heavies look different from sentries.
  • Shadowstep Gauntlet (G20). Pauses on a hidden tab; a touch pause button; W, Up and 2 no longer skip the countdown; rival hints with a lane marker; reduced motion; saved mute and best score; a daily course (?daily=1); JPEG normal maps (GLBs 29.7 MB to 20.2 MB, the same bounds and triangles); enemies drawn from the live state; a low-quality link when the title card measures a median frame over 100 ms.
  • Lamplight Line (G21). Touch controls; keep riding no longer leaves the tram stuck; results and best score count one service, not the sum; "Riders lost" counts riders; R restarts the service; Gold is reachable (comfort 90% or more and no catches); GPU memory at the first station 406 MB to 278 MB (-32%; textures resized, passenger GLBs decimated 70%); only hard brakes count as harsh; ambient audio stops in a background tab; a lean gauge; pixel ratio no longer pinned to 1; a fail state for long services.
  • Saltwind Highway (G22). One R tap recovers once (a 100 ms hold recovered 12 times); nine touch buttons bound with bindGameTouchControls; the procedural lighthouse and town are built only when the models are missing (draw calls mid-drive 104 to 88); the finish fanfare plays; nitro window and coach hints show; music stops in a hidden tab; a smoothed chase camera with event shake; reduced motion, key remapping, a pause button and auto-pause; best times saved; Next route rebuilds in place; the fixed 1.5 s loading delay is gone.
  • The Bellkeeper's Walk (G23). The live page gets the phone HUD CSS; the credit and the touch pad keep clear of the joystick and the Begin button; the bell swings; captions no longer overwrite the first letter, run while paused or continue after leaving; a touch pause; GLBs 15.7 MB to 8.4 MB (-46.6%) with a load counter, steady-state luma unchanged (164.52 to 164.47); a new walk after the ending; a proximity prompt; footsteps on the footfalls; ambience pauses with the game and the tab.
  • Duneglide (G24). Touch players get Hold, Boost and Pause buttons and can finish every chapter; start=1 is no longer QA mode; chapter changes keep pause and sound; chapters 2 to 7 have solid ground and props; the results card covers the whole journey; impacts thud, shake and toast; textured plaster; the live page gets the phone layout and keeps the HUD clear of the credit.
  • Cumulus Dash (G25). The last heart lost on a rock or log ends the run; retry after a win starts from the beginning; the boot failure is shown instead of "Loading..."; the finale letterbox no longer covers the HUD; touch players see touch hints; the QA hook is __AURA_CUMULUS_DASH__ (the folder rename is still open); distance culling of trees, bushes, rocks and flowers (draw calls 187 to 149 at the start); shaders compile before ready(); easy mode, checkpoint flags, saved best time and pearls; reduced motion.

Per-game lighting, 4.3.7 against 4.5.0

Steady-state mean luma, 1280x720 canvas, from each lane report. The 4.5.0 "within about 5% inside the games" claim holds for some of these games and not for others:

  • Aura Links 3D: +2.3% to +3.7% on the four HDRI courses, Mare -2.6%; Neon Bay is near black on both 4.3.7 (2.03) and 4.5.0 (2.26), 27.6 with the game fix.
  • Bunker Zero: floor 1 66.53 to 74.97 (+12.7%), floor-6 start 23.93 to 25.93 (+8.4%), runs g11-v437-2 and g11-before-2.
  • Glint Courier: 25.0 to 29.5 (+18%); with the per-normal hemisphere of 4.6.0 and hemisphere 0.5 it stays at 29.5. The new aspect-fit camera changes the framing (25.5 at 1280x720), so that number is not comparable with 4.3.7.
  • Cross Hop: Emberline and Neon District at 75 s, 61.19 and 64.20 on 4.3.7, 67.41 and 70.70 on 4.5.0 (+10.2%, +10.1%), 57.27 and 59.65 with the 4.6.0 engine fixes (-6.4%, -7.1% against 4.3.7). Theme 0 autoplay reads 101.3 at 90 s under both auto and production.
  • Gridlock Courier: default 108.21 on both; ?env=0 -39% on 4.5.0, back to 4.3.7 with the fix (above).
  • Ion Circuit: lit models -69% on 4.5.0, back to +1.5% against 4.3.7 with the fix (above).
  • Shadowstep Gauntlet: 111.98 to 118.22 (+5.6%).
  • Lamplight Line: dock 78.22 to 79.01, mid-leg 122.85 to 124.16, night 38.58 to 39.05 (+1.0% to +1.2%).
  • Cumulus Dash: 109.07 to 112.44 (+3.1%).
  • Duneglide: +3.8% from the 4.6.0 per-normal hemisphere (116.37 to 120.78); the game's hemisphere retune back to the documented 1.05 reads 120.31.

Engine

  • An authored colour grade wins over a look's grade (engine). A look's colour-grade node is now folded into the first authored grade, the authored fields winning one by one, on both post paths. Before, the look's grade came first and Cumulus Dash's contrast, saturation and exposure were ignored (G25 CR-4).
  • effects.bloom accepts scatter (engine). The bloom mapping already read it; the node type now declares it (Saltwind Highway, The Bellkeeper's Walk).
  • Display post stages report their consumer (engine). Vignette, film grain and chromatic aberration report consumer "post" in diagnostics().effects, not "none".
  • setScene inside an onFrame callback is safe (engine). The frame that called it is no longer submitted to the renderer it just disposed (Aura Links 3D hit "Material ... is disposed" when a hole ended).
  • resize: false keeps the page's CSS size (engine). The engine wrote the measured size inline in pixels, so a canvas that grew after load (1280x720 to 1440x900) kept its old frame with black bands; the frame now fills the new size. Saltwind Highway and Ion Circuit use this mode.
  • diagnostics().renderer.shadows counts the sun cascades (rendering). It read enabled: false and 0 shadow targets on games whose cascades were rendering and sampled (Glint Courier, Cumulus Dash); pixels are unchanged.

Docs, site and tooling

  • Index posters (site). Rebuilt with tools/site/build-card-images.mjs from the retaken card frames of the twelve games above, and of Thermal Drift, Aura Diamond 3D, Aura FC 3D, Chroma Roll and Serpentine Sky Run, whose card frames were newer than their posters. public/previews/showcase-index and marketing/public/previews/showcase-index stay byte-identical.
  • Card copy (site). Saltwind Highway: "33 to 35 vehicles per route, one batched mesh per vehicle model, with sun shadows" replaces "92 vehicles in one batched mesh ... no shadows" (catalog, index, port-page pitch, llms-full.txt). Lamplight Line's route-health and index note no longer say Gold is unreachable or that the models are procedural.
  • Hashed /assets/* files are cached for a year (site). vercel.json serves /assets/ with public, max-age=31536000, immutable, except /assets/draco/, whose decoder files are not content-hashed. Before, every visit revalidated about 27 MB of Shadowstep Gauntlet GLBs (max-age=0, must-revalidate).
  • touch-input game-check is an error (tools). All 25 live games pass it. A pointerdown handler now counts when it writes game input (keys[k] = true, press(...)), also through a named handler, as Gridlock Courier's buttons do.
  • The "Built with Aura3D" credit placement reaches the port pages (site). 4.6.0 changed the credit in tools/showcase-port-pages/lib.mjs, but the eleven port pages were not regenerated, so they still had the fixed credit. They are now synced; the sync reads the placement script from its source file, leaves inline scripts and styles alone when it swaps neutral labels, and keeps page-only styles such as Duneglide's credit gap.
  • New game-checks (tools). page-parity warns when a port app's page and the example page it mounts differ in their <style> block or <body> markup (Duneglide C4, The Bellkeeper's Walk WW-1); app-catalog runs a game's scripts/extract-assets.mjs --check and warns when its per-app asset subset is stale.
  • Luma harness (tests). game-luma-targets.ts adds Gridlock Courier ?env=0, Shadowstep Gauntlet in manual mode at step 300, and Saltwind Highway's three levels (Sunbreak Coast, Redline Canyon, Halo Skyway; a unit test keeps them equal to LEVELS).
  • Spec fixes (tests). shadow-banding.spec.ts reads the renamed QA hooks (__AURA_CUMULUS_DASH__, __AURA_SERPENTINE_SKY_RUN__) and falls back to the old names; hf432-live-d2.spec.ts allows 600 s per DPR-2 screenshot (one took 503 to 561 s on software GL); model-assets.golden.json takes the reprocessed Lamplight Line and Shadowstep Gauntlet GLB hashes.
  • Docs. Lesson R5 names primitives.box({ material, instanceColors }): the two colours multiply, so put the palette in one. evidence/exposure-parity/README.md no longer says every showcase game but one brought an environment on 4.5.0. tools/remote-acr/README.md: one SwiftShader game test takes 15 to 30 minutes, so a shard holds at most two.