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Aura3D 5.0.1

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@gchahal1982 gchahal1982 released this 06 Nov 11:53
· 218 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 5.0.3; see the 4.x to 5.0 migration guide.

Fixes the 5.0.0 regression where none of the showcase games drew. The public API is unchanged: every package keeps the 5.0.0 exports, and 5.0.1 is 5.0.0 plus the render fixes below. Use 5.0.1 instead of 5.0.0.

Fixes

  • Contact-shadow mount guard no longer blanks the scene. In 5.0.0 a scene that used contact shadows together with another depth consumer threw CONTACT_SHADOW_DEPTH_UNSUPPORTED during mount, so the canvas stayed empty. Contact shadows now degrade to no mask and the scene draws.
  • Eleven other new 5.0.0 hard throws now degrade with a one-time console.warn code instead of failing the frame. Default mode degrades; strict mode (A3D_QR_STRICT) still rejects with the original error. Warning codes: CONTACT_SHADOW_DEGRADED (reason follows), DEPTH_ALPHA_HASH_DEGRADED (alpha-hashed caster casts as opaque, as in 4.7.x), DEPTH_ALPHA_COVERAGE_DEGRADED (alpha-to-coverage caster), TRANSMISSION_DEGRADED and DIFFUSE_TRANSMISSION_DEGRADED (draws without the transmission lobe), TEXTURE_FLIPY_DEGRADED (an ImageBitmap that needs flipY uploads unflipped, as in 4.7.x). The atmosphere-snapshot check (PRD07_ATMOSPHERE_SNAPSHOT_STALE) now re-binds to the live snapshot during precompile; frames still fail closed.
  • Vertex shader no longer reads an undeclared a_tangent when only the wind deform hook is active (GLSL compile error that blanked Pips Big Leap).
  • instances.mesh is registered by the engine public entry (side-effect imports), so source-aliased and tree-shaken builds no longer lose it (Gridlock Courier).
  • Reduced-motion water: world.water with zero waves under reduced motion threw at least one wave is required; the Aura Links 3D pond now keeps one wave (this also failed on 4.7.13 under reduced motion). The validation itself is unchanged.
  • Corrected asset hashes. 39 manifest entries in three showcase route manifests no longer matched the shipped GLBs, and 5.0 verifies SHA-256 at load. The manifests now carry the hashes of the shipped files; AssetIntegrityError still rejects real mismatches.
  • Evidence: all 25 live games draw with zero error-level console messages in a real-GPU Chrome capture of the deploy route build (tests/reports/render-census-501.md).

Known limits

  • Contact shadows are skipped (not applied) in any scene that has another contributor pass or a transparent queue; 4.7.13 applied them there.
  • Other new 5.0.0 throws were not exercised by any of the 25 games (specialized-geometry, packed-member, instance-alpha and forward-alpha masked-depth contracts, output-alpha, temporal, native depth-of-field, splat, volume and transmission-replay checks) and were left as they are.
  • Still open from 5.0.0: clipping planes together with shadows, KTX2/Basis decoding under a CSP without unsafe-eval, infinite far plane, the skinning diagnostic, and device-lost event delivery is unconfirmed on real hardware.
  • Browser acceptance and real-GPU/WebGPU evidence are still incomplete; WebGPU and the other experimental paths keep their 5.0.0 status (source and mock-device tests only). The create-aura3d templates were not captured in the render census.