github akratch/goldenballoon v1.0.2
Golden Balloon 1.0.2

latest release: v1.0.3
10 hours ago

Golden Balloon 1.0.2

Golden Balloon 1.0.2 is a focused rendering-correctness hotfix for the native
1.0.1 patch. No game data is included.

Released 2026-08-02.

What changed

  • Dino Domain door requirements stay attached to the correct door. The four
    ordinary race doors require 1, 2, 3, and 5 balloons but share one cached
    model. Version 1.0.1 wrote a door's selected numeral into that shared model
    during a view-dependent fixed-tick traversal. Whichever visible door wrote
    last could therefore put its digit on every sign, and moving the camera could
    change the displayed numbers without changing progression state. Version
    1.0.2 resolves each atlas offset from the door being submitted and never
    mutates the shared model.
  • OpenGL no longer repeats a selected numeral across the door face. Its
    sampler memo now includes texture identity, so a newly bound OpenGL texture
    receives its own clamp/filter state even when those settings match the prior
    binding. WebGPU was not affected by this sampler defect and remains the native
    default.
  • The regression is covered at the gameplay and pixel boundaries. A fresh
    Adventure route reaches the real Dino Domain lobby on GL and WebGPU, proves
    all four authored requirements remain stable on one shared model, submits all
    four in one frame, checks one- and two-digit atlas selection, and validates
    distinct 2/1/3 final pixels while the camera moves. Blank output, a common
    glyph on every door, repeated sampler output, and the old shared offset are
    all fail-red controls. Original, 240, and Uncapped presentation policies pass.
  • Windows save custody stays byte-exact. Legacy preference/save migration
    now uses an exclusive binary destination on Windows, and the save utility's
    staging files bypass CRT text translation. The native Windows release gate
    compiles and executes these paths, the public-surface guard, and all other
    ROM-free CTests before packaging is allowed.

What did not change

  • WebGPU remains the proven native and browser default. OpenGL remains an
    explicit compatibility/diagnostic backend.
  • Original remains Recommended / Proven. Every non-Original frame limit is
    still Experimental — Under Construction and changes host pacing/input
    opportunities only; it does not increase unique visual FPS.
  • The macOS artifact remains intentionally unsigned by a Developer ID. It is
    still sealed inside-out and the finished DMG must pass the read-only-mounted
    LaunchServices/WebGPU, dependency, deployment-target, and capture checks.
  • Existing saves, ROM support, controls, and gameplay timing are unchanged.
  • Windows still lets wgpu-native choose Vulkan or Direct3D 12 automatically,
    and still requires reasonably short, ASCII-only app/ROM paths. Explicit API
    selection, richer adapter diagnostics, wide-character filesystem APIs, and
    a reviewed application manifest remain deferred to a future portability
    release.

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