Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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docs/language/ivec2/ivec2-along.md
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docs/language/ivec2/ivec2-along.md
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---
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id: ivec2-along
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name: IVec2.along
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category: ivec2
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kind: namespace-method
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tokens: IVec2.along
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sig: IVec2.along(origin, degrees, distance) -> IVec2
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tip: The point a distance along a heading.
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order: 23
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ns: IVec2
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member: along
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---
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The point <code>distance</code> pixels from <code>origin</code> along <code>degrees</code> — the tip of an aim line, the centre of a melee arc.
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```ludic
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# doc-check: skip — illustrative
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let tip = IVec2.along(hero, aim, 18)
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```
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docs/language/ivec2/ivec2-distance2.md
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docs/language/ivec2/ivec2-distance2.md
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---
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id: ivec2-distance2
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name: IVec2.distance2
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category: ivec2
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kind: namespace-method
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tokens: IVec2.distance2
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sig: IVec2.distance2(a, b) -> int
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tip: The squared distance between two points.
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order: 20
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ns: IVec2
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member: distance2
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---
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<code>dx*dx + dy*dy</code> — compare it against a squared radius to avoid a square root.
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```ludic
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# doc-check: skip — illustrative
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if IVec2.distance2(hero, foe) < 24 * 24 { … }
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```
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docs/language/ivec2/ivec2-heading.md
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docs/language/ivec2/ivec2-heading.md
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---
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id: ivec2-heading
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name: IVec2.heading
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category: ivec2
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kind: namespace-method
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tokens: IVec2.heading
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sig: IVec2.heading(from, to) -> int
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tip: The direction from one point to another, in degrees.
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order: 22
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ns: IVec2
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member: heading
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---
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The angle from <code>from</code> to <code>to</code> in whole degrees: 0 is +x, 90 is +y (screen y grows downward). Pair it with <code>Angle.diff_degrees</code> for an arc test.
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```ludic
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# doc-check: skip — illustrative
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let to_foe = IVec2.heading(hero, foe)
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```
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docs/language/ivec2/ivec2-step.md
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docs/language/ivec2/ivec2-step.md
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---
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id: ivec2-step
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name: IVec2.step
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category: ivec2
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kind: namespace-method
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tokens: IVec2.step
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sig: IVec2.step(degrees) -> IVec2
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tip: A -1/0/1 unit step along a heading.
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order: 24
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ns: IVec2
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member: step
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---
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The heading snapped to the eight compass steps: each component is -1, 0 or 1. A roll or knockback direction from an aim angle.
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```ludic
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# doc-check: skip — illustrative
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let direction = IVec2.step(TopDown.of(player).aim_angle)
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```
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docs/language/ivec2/ivec2-within.md
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docs/language/ivec2/ivec2-within.md
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---
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id: ivec2-within
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name: IVec2.within
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category: ivec2
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kind: namespace-method
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tokens: IVec2.within
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sig: IVec2.within(a, b, radius) -> bool
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tip: Are two points within a radius of each other?
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order: 21
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ns: IVec2
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member: within
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---
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True when the distance between <code>a</code> and <code>b</code> is at most <code>radius</code> (compared squared, no square root).
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```ludic
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# doc-check: skip — illustrative
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if IVec2.within(hero, heart, 14) { pick_up() }
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```
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