Skip to content

Aura3D 5.0.3

Pre-release
Pre-release

Choose a tag to compare

@gchahal1982 gchahal1982 released this 07 Nov 10:03
· 577 commits to main since this release

Superseded. This version is deprecated. Upgrade to Aura3D 5.3.0; see the 4.x to 5.0 migration guide.

Template and game fixes plus a first real-GPU look at every template. The public API is unchanged (declarations identical to 5.0.2).

Fixes

  • Contact shadows: pooled primitive geometry (floors, roads, walls) no longer fails the contact-depth proof, and prd04.tangentFrame no longer vetoes normal-mapped participants. A visible gain is confirmed on Roadster Rush only; other games' frames look unchanged (skinned, morphed and custom-material participants are still excluded and log CONTACT_SHADOW_PARTIAL).

  • ?backend=auto on a scene whose post-processing needs depth textures falls back to WebGL2 before a WebGPU device is created (Cross Hop mounted with RENDERER_MOUNT_FAILED before).

  • Templates: all 20 rendered in a real browser for the first time. Fixed scale/camera/fog defects in architecture-interior, cinematic-scene, custom-scene, large-scene, mini-game, racing-starter, product-viewer and postprocess-scene.

  • Games: 20 of the 25 games show a determinate loading progress bar instead of a black canvas or plain text while they load; Slingshot Siege's projectile parking workaround is removed (the 5.0.2 engine draws hidden-created models).

  • Acceptance harness specs for pointer coordinates and transparency reworked (not yet run through browser acceptance).

  • Docs: uTime in custom shaders only advances while the app redraws every frame; give the node .runtime({ id, mutable: true }) or register app.onFrame (an engine fix that removes this precondition is in 5.1).

Not fixed / unconfirmed

  • The Bellkeeper's Walk hero "slides" report: the walk animation was verified correct at 30 to 240 Hz (virtual clock); the legs were hidden by foliage. 5.0.3 adds stride bob, lean and roll, footfall dust, grass that lies down near the hero and a wider see-through fade. Not yet confirmed on the reporter's display.
  • character-viewer fails the render gate's texture heuristic although its frame is fine.
  • Browser acceptance round 3, WebGPU evidence and a device-lost/restored browser run have not been run.