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Aura3D 5.0.2

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@gchahal1982 gchahal1982 released this 06 Nov 20:25
· 161 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Superseded.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.

Aura3D 5.0.2 follows the 5.0.1 render hotfix. The public API is unchanged: every declaration file is byte-identical to 5.0.1 (the strict API diff passes).

What changed

  • Contact shadows: the CONTACT_SHADOW_DEGRADED fallback is gone in all 16 games that hit it in 5.0.1. The mask is now produced next to the forward receiver, features that cannot change camera depth no longer veto it, and participants it cannot represent are left out with a one-time CONTACT_SHADOW_PARTIAL warning. Honest limit: on a real GPU the frames look the same as 5.0.1 (mean pixel difference near zero apart from animation), and 9 games still log "contactShadows has no visible effect" because no drawn program samples the mask, so do not expect a visible shadow gain yet.
  • Fewer ways to blank a scene: masked-depth contracts degrade to opaque casters (DEPTH_ALPHA_MASK_DEGRADED), and clipping with contributor-owned geometry no longer throws at mount (SCENE_CLIPPING_CONTRIBUTOR_DEGRADED), both outside strict mode. The full throw-site decision table is in tests/reports/throw-site-audit-502.md; direct-transmission device limits and native WebGPU depth-of-field incompatibilities still throw.
  • Hidden models: models created hidden with a runtime id now load at mount and draw when shown (pooled skinned projectiles).
  • Diagnostics: KTX2_CSP_BLOCKED is raised when a strict CSP blocks the Basis transcoder; an infinite far plane throws CAMERA_INFINITE_FAR_UNSUPPORTED; skinningPalette.updated reads true when skinned items render.
  • Release tooling: tools/release/render-gate (blank-frame and error check for the 25 games and 20 templates), release helper scripts in tools/release/, acceptance harness fixes.
  • AI-authoring docs: three.js to Aura3D translation table, eight procedural recipes with rendered frames, answer-first API signature tables, refreshed skills.
  • Games: all 25 games carry the shared diagnostics, typed-cast cleanups and default-off lab flags (?backend=, ?gamut=); no look, feel or asset change. Real-GPU before/after frames are in evidence/game-upgrades-502/.

Verification

Source pass 54/54 on the frozen commit; the 25 live games drew on a real-GPU Chrome check of the preview and of production with no render errors. Not done: browser acceptance round 3, WebGPU evidence, a device-lost/restored browser run, and the Bellkeeper's Walk hero animation fix is unconfirmed on a 60-144 Hz GPU. The procedural-scene starter template is deferred to 5.1 because it widens exported types.