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ThreeNative runtime runtime-native-v0.3.5
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100 commits
to main
since this release
What's Changed
- feat(snow,rain): ICEFIELD snow + Tempest rain starter kits, engine support, sandbox demos (PRD-469, PRD-473) by @jonit-dev in #382
- feat(playtest): gate captured frame tone (PRD-341) by @jonit-dev in #392
- docs: visual-quality execution batch — 15 new PRDs + existing work index by @jonit-dev in #391
- feat(core): FluidParticles3D, GPU particle water (PRD-476) by @jonit-dev in #389
- PRD-475: Machinefall's open world at 120 fps with no visual loss by @jonit-dev in #384
- feat(shooter): qualify bounded receiver decals with atlas and fade [VQ11] by @jonit-dev in #394
- ci(prd-481): CI does each piece of work once by @jonit-dev in #405
- ci(prd-380): a pull request never starves the runner pool by @jonit-dev in #406
- ci(prd-482): the local agent loop costs only what it catches by @jonit-dev in #403
- docs(prd): CI execution order state, Astra review, no workflow file per feature by @jonit-dev in #408
- ci(prd-480): Linux CI runs on the owner machine by @jonit-dev in #404
- ci(prd-480): one-command runner setup (pnpm ci:runners:install), operator guide, stale-runner cleanup by @jonit-dev in #410
- ci: template legs run hosted so a board uses both pools at once by @jonit-dev in #411
- ci: PRD-380 phase 2 + CI follow-ups (janitor merge groups, per-job reuse, image deps, PRD close-out) by @jonit-dev in #409
- ci: develop cache warm + tower-defense handshake fix by @jonit-dev in #414
- fix(core): bound fluid particle motion and sampling (PRD-479) by @jonit-dev in #402
- fix(ci): decline unproven expanded-board reuse by @jonit-dev in #417
- feat(world): consolidate streaming visual gates and frame architecture (PRDs 477–478) by @jonit-dev in #390
- ci: trim template setup and select tests by actual impact by @jonit-dev in #418
- docs(prd): consolidate docs/PRDs into 17 contextual folders by @jonit-dev in #419
- docs(PRD-267): fold off-screen GI into three phases (runbook C6) by @jonit-dev in #426
- ci: template legs pinned hosted so every board fills both pools by @jonit-dev in #415
- feat(render): authored exposure and volumetric fog (PRD-339 / VQ-07) by @jonit-dev in #397
- feat(assets): consolidate native capabilities and high-quality cook by @jonit-dev in #396
- feat(world): consolidate frame architecture, budgets and capture diagnostics by @jonit-dev in #423
- fix(ci): fluid consumers survives the software adapter by @jonit-dev in #427
- ci: reduce selection fanout and local runner queue pressure by @jonit-dev in #430
- feat(world): PRD-478 phase 3 — terrain block merge and seam strip as worker jobs by @jonit-dev in #428
- ci: allow eight hosted template legs concurrently by @jonit-dev in #434
- feat(templates): qualify bounded backlight and dark-environment defaults by @jonit-dev in #416
- docs(mcp): recorded tool arguments for every served server, parser prose, and full generator-input dispatch by @jonit-dev in #441
- chore(repo): remove verified junk from the 2026-10-04 audit by @jonit-dev in #439
- ci: consolidate hosted gates and exact full qualification by @jonit-dev in #435
- perf(toolchain): run checks with stable TypeScript 7 by @jonit-dev in #432
- docs(prds): close PRD-483 at 100% and archive it by @jonit-dev in #442
- fix: expose accepted exposure warm-up progress by @jonit-dev in #433
- feat(animation): add weighted playback and authored locomotion evaluation by @jonit-dev in #395
- fix(templates): share backlight graph and honor the render camera by @jonit-dev in #440
- ci: use available hosted capacity for selected template kits by @jonit-dev in #443
- feat(ui): native-css renderer paints real Tailwind/CSS on desktop, no WebView by @jonit-dev in #388
- docs(prd): plan GGEZ animation, procedural animals, and AVBD rigging by @jonit-dev in #446
- feat(core): compose synchronized animation and accepted root motion by @jonit-dev in #447
- feat: add opt-in CPU regression benchmarks by @jonit-dev in #454
- docs(prd): opt-in WebGPU path tracing through the existing renderer by @jonit-dev in #450
- docs(prd): material-aware dynamic path-tracing scenes by @jonit-dev in #451
- docs(prd): classical low-SPP radiance reconstruction by @jonit-dev in #452
- docs(prd): optional neural radiance denoising with measured admission by @jonit-dev in #453
- feat(avbd): prototype bounded secondary ropes and sails by @jonit-dev in #448
- PRD-210: native host survives backgrounding and crashes — device proofs by @jonit-dev in #457
- Bake procedural wolves and follow accepted physics by @jonit-dev in #449
- PRD-210: Pixel 8 audio-suspend rung and relaunch cycles pass by @jonit-dev in #461
- docs(prd-211): Android APK boots from real Ogg assets — close PRD-211 by @jonit-dev in #456
- fix(PRD-196): a clean machine builds Android from npm; hosted clean room proves it by @jonit-dev in #455
- docs(prds): file PRD-537 and PRD-538 by @jonit-dev in #464
- feat(render): consolidate motion history and temporal reconstruction (PRDs 269, 455) by @jonit-dev in #398
- docs(prd): point asset-mcp and sculpt-mcp links at ThreeNativeHQ by @jonit-dev in #466
- docs(guides): list native-css-support.md in the guides index by @jonit-dev in #465
- docs(prds): renumber the low-resolution temporal PRD to 539 by @jonit-dev in #467
- PRD-210: Android continue stays desktop-only, PRD done by @jonit-dev in #462
- test(PRD-536): tests close the fail-open and regression holes by @jonit-dev in #458
- PRD-461: view distance basics — terrain radius, near-only colliders, recipe fog by @jonit-dev in #470
- fix(capabilities): every manifest import resolves in every scaffolded template (PRD-354) by @jonit-dev in #471
- fix(world): PRD-494 — bundle-safety walk stops reading pixels; main pass draw budget measured by @jonit-dev in #473
- feat(core): ship threenative-sculpt-mcp 0.2.1 by @jonit-dev in #468
- PRD-297: capability recall is a gated number, PRD done by @jonit-dev in #472
- feat(core): shadow casters sort themselves into static and moving (PRD-572) by @jonit-dev in #477
- PRD-567: terrain layers blend by their own height, and the game owns the curve by @jonit-dev in #479
- fix(shooter): clear ADS sight window, remove GTAO square behind smoke by @jonit-dev in #469
- feat: integrate Strata terrain, live editor and game handoff (PRDs 466–468) by @jonit-dev in #381
- feat(exposure): meter a histogram, ignore the sun (PRD-571) by @jonit-dev in #478
- PRD-560: add height fog and fix native color grading by @jonit-dev in #482
- docs(contributing): welcome AI pull requests and ship contributor skill by @jonit-dev in #490
- PRD-550: the merge queue reviews the narrowed plan by @jonit-dev in #476
- fix(platformer): visible waterfall and own gradient sky; core reports PMREM-size and ignored-opacity traps by @jonit-dev in #491
- PRD-550: drop the auto-revert job, record the decision by @jonit-dev in #492
- chore(deps): pin threenative-asset-mcp 0.10.0 and recommend the Fab import loop by @jonit-dev in #497
- feat(core,templates): PRD-563 the first frame starts at the tier the GPU family holds by @jonit-dev in #481
- docs(prds): PRD-561 decline contact shadows from screen depth by @jonit-dev in #480
- ci: treat the speed-loop record as prose, not a full board by @jonit-dev in #496
- chore(deps): bump threenative-asset-mcp to 0.11.0 by @jonit-dev in #498
- docs(prds): Unreal PRDs grouped by topic, re-checked against UE 5.8.3, plus Nanite/Lumen/World Partition/Niagara parity PRDs by @jonit-dev in #499
- docs(prd-384): close adaptive-resolution PRD with native controller proof by @jonit-dev in #502
- PRD-566: GPU terrain morphs and screen-error LOD selection by @jonit-dev in #485
- chore: update asset MCP to 0.12.0 [skip ci] by @jonit-dev in #504
- Agent tooling: visual-judge rule, project LSP, Strata capture skill by @jonit-dev in #506
- feat(core): particle emitters cull and yield to frame budget (PRD-569) by @jonit-dev in #484
- Shadow maps redraw only the pages a streamed cell changed (PRD-538) by @jonit-dev in #501
- A GPU burst starts where and when it is asked (PRD-609) by @jonit-dev in #500
- feat(assets): PRD-568 cook mobile textures to GPU-ready ASTC by @jonit-dev in #488
- feat(PRD-473): enable automatic world impostors and finish GPU-world acceptance by @jonit-dev in #505
- Use transient MSAA depth for renderer output passes by @jonit-dev in #486
- chore(assets): pin threenative-asset-mcp 0.13.0 (Unity Asset Store import) by @jonit-dev in #511
- Use cached V8 by default on Linux ARM64 by @jonit-dev in #508
- fix(native): complete v0.1.6 qualification and verifier cleanup by @jonit-dev in #507
- Reduce temporary allocations in render bundle safety checks by @jonit-dev in #514
- fix(core): PRD-616 - warm the output pass before startup and streamed draws by @jonit-dev in #509
- chore(deps): pin threenative-asset-mcp 0.14.0 (earshot prompt-fit backend) by @jonit-dev in #515
- Smooth physics and camera motion between fixed ticks (PRD-619) by @jonit-dev in #512
- A character never shows its bind pose (PRD-623) by @jonit-dev in #516
- perf(core): PRD-564 retain render targets across scale changes by @jonit-dev in #489
- ci: run heavy jobs on idle local runners first, overflow to hosted (PRD-620) by @jonit-dev in #513
- PRD-478: open-world frame architecture done; fix settled-texture blank frame; walking target moves to PRD-625 by @jonit-dev in #503
- feat(core): PRD-624 release the native engine as the default (PRD-573 v1) by @jonit-dev in #493
- release: promote develop to main (0.3.5, PRD-624) by @jonit-dev in #519
- fix(release): a 0.3.4 game upgrades onto 0.3.5 (PRD-624) by @jonit-dev in #520
- release: promote develop to main (0.3.5, PRD-624, upgrade fixes) by @jonit-dev in #521
- ci: fix the 0.3.5 release-run flakes and the shooter timeout by @jonit-dev in #522
- Promote develop to main: 0.3.5 release-run fixes by @jonit-dev in #523
- ci: load margins for three CI reds on the 0.3.5 release run by @jonit-dev in #524
- Promote develop to main: 0.3.5 release-run load margins by @jonit-dev in #525
- test(ci): follow the paths job cap in the scope edit case by @jonit-dev in #526
- Promote develop to main: scope spec follows the paths cap by @jonit-dev in #527
- test(config): give vitest hooks the 60 s test budget by @jonit-dev in #528
- ci: give load-bound waits room for a loaded runner by @jonit-dev in #529
- Promote develop to main: CI load waits and hook timeout by @jonit-dev in #530
- fix(release): build the engine player on every desktop release leg by @jonit-dev in #531
- Promote develop to main: desktop release builds for every leg by @jonit-dev in #532
- ci: back the receipt reader off for two minutes, not fifteen seconds by @jonit-dev in #533
- Promote develop to main: receipt reader backoff by @jonit-dev in #534
- ci: reread the integration listing while a finished leg reads as queued by @jonit-dev in #535
- Promote develop to main: integration listing reread by @jonit-dev in #536
- fix(release): publish prebuilts from the renamed engine repository by @jonit-dev in #537
- Promote develop to main: release repository name by @jonit-dev in #538
Full Changelog: runtime-native-v0.3.4...runtime-native-v0.3.5