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Aura3D 4.7.2

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@gchahal1982 gchahal1982 released this 01 Nov 03:45
· 96 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 4.7.5.

GameUpgrades47 phase 4 (docs/prds/game-upgrades-47/GameUpgrades47-PRD.md; lane reports in docs/prds/game-upgrades-47/lanes/, "Phase 4 (4.7.2)" sections). Every game was retuned for shadows, reflections, lighting and identity against its genre neighbours. A changed view ships only where a blind three-judge panel still preferred it to the 4.6.2 frame of the same view; every other view opens exactly as in 4.7.1. Gameplay, rules, determinism and the reference replays are unchanged. All visual numbers are software WebGL2 on the remote runner.

Games

  • Distinctness (model judge, aura3d evidence judge --mode sibling, 48 trials, needs same_game: false at confidence 0.8 or more):

    • Passes against every genre neighbour: Chroma Roll, Lamplight Line, Duneglide, Aura Slam 3D, Iron Crown, The Bellkeeper's Walk, Grid Dispatch, Gridlock Courier, Aura FC 3D, Aura Links 3D, Bunker Zero, Slingshot Siege.

    • Some pairs still fail:

      Game Failing neighbours Why the judges match them
      Ion Circuit Thermal Drift, Saltwind Highway, Craterline GP
      Saltwind Highway Apex Overdrive, Ion Circuit
      Serpentine Sky Run Shadowstep Gauntlet, Cumulus Dash
      Shadowstep Gauntlet Cumulus Dash
      Aura Hoops 3D Aura Diamond 3D, Aura FC 3D shared athlete models
      Aura Diamond 3D its sports neighbours shared athlete models
      Cross Hop Pip's Big Leap glossy figurine heroes
      Pip's Big Leap Cumulus Dash (0.794)
  • Shadows and reflections:

    • Contact shadows, tighter shadowed keys and glossier floors, vehicles and walls where the panel kept them (Thermal Drift, Duneglide, Slingshot Siege and others).
    • Shadow probes (tests/browser/gu47/*-shadow-probe.spec.ts) record which casters sample on software WebGL2.
    • The luma capture now also logs the shadow and quality diagnostics.
  • WP-36 Meshy assets already generated are swapped in (presentation only, geometry inside the existing bounds):

    Game Asset swapped in
    Apex Overdrive cobalt hero retexture
    Grid Dispatch pearl player pod
    Iron Crown forge brazier
    Aura Hoops 3D Rucker floodlight
    Aura Diamond 3D seated fan
    Aura FC 3D stand module (replaces the borrowed stadium)
    Aura Links 3D marram grass
    Bunker Zero blast doors
    Slingshot Siege sea-stack islet
    Glint Courier courier pod
    Cross Hop coin
    Chroma Roll paint-pot island
    Serpentine Sky Run serpent head
    Ion Circuit sentry drone
    Shadowstep Gauntlet dusk house
    Lamplight Line enamel tram
    The Bellkeeper's Walk paper kite (replaces the wisp)
    • Gridlock Courier's teal retexture was reverted: it painted blotches on the rear hatch.
    • Craterline GP's rider failed its geometry check and is not used.

Known limits

  • Rubric below the PRD bar. No game scores 7 or more in all 12 categories (model judge, software WebGL2). The HUD reaches 7 in several games. Reflections and shadows stay lowest, from 2.5 to 4.5. Lanes found that glossy floors and screen-space reflections barely show in the software-rendered captures; a real-GPU judgement (owner-run, PRD D5) is needed to tell a capture limit from a look limit.
  • WP-36 Meshy batch blocked. 641 of 669 remaining rows are blocked: every Meshy key that reports a balance answers paid API calls with HTTP 402, so no new asset could be generated. Materials and models stay the main rubric gap.
  • Draw budgets. Aura Diamond 3D Harbor (456) and Ivy (469) are over the 450 budget. Bunker Zero floor 6 draws 164 against 120.
  • Game-check warnings stay at warn level (0 errors, 296 warnings: mostly luma-band rows written for older looks, none widened, and borrowed-asset rows waiting on WP-36).