feat(launcher): Process.*, Http.save_to/received/expected, App.window_hide/show
Process.spawn/poll/kill/free - non-blocking child processes with no shell: posix_spawn on macOS (process.ll), CreateProcessW with MSVC-quoted arguments and no console window on Windows (process_win.ll), linked only when a program uses Process.*. Http.save_to streams a response body into a file (NSURLSession with a run-time delegate class on macOS, the WinHTTP read loop on Windows); Http.received / Http.expected report progress while it is pending. Freeing a pending request cancels it and parks the slot until the worker has finished. App.window_hide / App.window_show take the game's window off the screen and back without closing it; the run goes on while hidden. Docs, examples, tests and a changeset. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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The running application, as distinct from its window. Today that is the boot splash: the runtime raises it before <code>main</code> from the game's asset pack, and <a href="app-splash_hide"><code>App.splash_hide</code></a> takes it down when the game has something to show instead.
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The running application, as distinct from its window. Today that is the boot splash: the runtime raises it before <code>main</code> from the game's asset pack, and <a href="app-splash_hide"><code>App.splash_hide</code></a> takes it down when the game has something to show instead. <a href="app-window_hide"><code>App.window_hide</code></a> and <a href="app-window_show"><code>App.window_show</code></a> take the game's own window off the screen and bring it back without closing it — a launcher stepping aside while the game it started runs.
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