feat(lang): functions are values (L2), and render3d takes its scene as callbacks
fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through a local, a global, a record field, a slice element, a parameter or a result of a function type is an indirect call; two function types mix only when equal, a call checks its argument count, and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker check. render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined scene_draw_casters with no parameter while the renderer passed one, which nothing checked. render3d declares numbers float itself; smooth.ludic is converted to floats and returns when r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a declared float as evidence. Seed regenerated. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -109,6 +109,7 @@ function to_fixed(v: Val) -> pointer {
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# narrows with trunc; everything else (same width, or ptr) passes through.
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function coerce_code(v: Val, target: pointer) -> pointer {
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if is_fp(target) { return to_fp(v, target, `a {target} slot`) }
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if is_fn_type(target) and is_fn_type(v.ty) and not (v.ty == target) { perr(`a {v.ty} is not a {target}`) }
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if (target == "fixed") and not (fixed_lit_code(v) == "") { return fixed_lit_code(v) }
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if is_fp(v.ty) and not is_fp(target) and (llty(target) != "ptr") {
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perr(`a {v.ty} does not convert to {target} implicitly — write int(x) or fixed(x)`)
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