PlasmaZones 2.4.3

8 changes, released March 26, 2026.

Fixed

  • Identical monitors showing as duplicates in settings (#252): Two monitors with the same EDID (manufacturer/model/serial) got the same screen ID, causing the settings UI to show the primary monitor twice and tiling/snapping to only work on one monitor. Screen IDs now append /ConnectorName when duplicates are detected, with backward-compatible fallback matching for saved configs.
  • App-to-Zone rules not working (#254): Rule matching used raw substring comparison that failed when appId format differed from user input (e.g. “firefox” vs “org.mozilla.firefox”). Replaced with appIdMatches(), segment-aware dot-boundary matching that handles both directions and partial last-segment prefixes.
  • Exclusions ignored by auto-snap and keyboard shortcuts (#254): The exclusion settings interface existed but was never checked. Added exclusion gates in both the auto-snap chain (resolveWindowRestore) and keyboard shortcut path (snapToZoneByNumber).
  • Unsnapped windows re-snap on reopen (#254): Manually unsnapping a window didn’t clear its pending restore entry, so closing and reopening it snapped it back. Now consumes the pending entry on unsnap (multi-instance safe).
  • Drag-out unsnap doesn’t restore window size (#254): The geometry validation path didn’t pass the release screen ID, causing cross-screen coordinate validation to fail silently. Also fixed premature pre-tile geometry cleanup that prevented later float-toggle restore.
  • Render node use-after-free during hot-reload: The scene graph render thread could dereference a dangling QQuickItem pointer after shader hot-reload when bufferFeedback (ping-pong) was active. Added atomic invalidation flag with acquire/release ordering.

Added

  • Ember Trace shader: Fractal fire patterns via ping-pong feedback buffer, the first shader to use the bufferFeedback feature. Zone borders emit flames that spiral inward via feedback zoom, with 7 layered visual systems including reaction-diffusion-like dynamics, curl-noise advection, and per-band audio (bass eruption shockwaves, mids feedback phase shift, treble turbulent mixing).
  • Neon Phantom shader: Neon-lit cyberpunk zone overlay.