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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139 changed files with 58981 additions and 43671 deletions
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@ -13,6 +13,7 @@ function emit_params_sig(d: Node) -> void {
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function emit_fn(d: Node) -> void {
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ll_t = 0; ll_lbl = 0; g_term = false; loc_reset(); nloop = 0
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g_cur_scene = null # a function belongs to no scene: `become` leaves the live one
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ret_ty = d.ty
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let fbody = buf_new()
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falloc = buf_new()
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@ -57,6 +58,7 @@ function emit_main(d: Node) -> void {
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# its framebuffer allocated. Headless it only allocates — no window, no output —
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# so a non-rendering entry game is unchanged.
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if (find_fn("rt_init") != null) { emit(" call void @fn_rt_init()\n") }
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emit(" call void @L_init_globals()\n")
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emit_block(d.a)
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if not g_term { emit(" br label %ret\n") }
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emit("ret:\n")
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@ -106,6 +108,7 @@ function emit_test_runner() -> void {
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emit(" store ptr %argv, ptr @L_argv\n")
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emit(" %failed = alloca i32\n store i32 0, ptr %failed\n")
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if has_ecs() { emit(" call void @rt_init()\n") }
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emit(" call void @L_init_globals()\n")
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i = 0
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while i < len(g_tests) {
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let okmsg = emit_str_const(`ok - {g_tests[i].s}`)
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@ -166,6 +169,7 @@ function emit_program() -> void {
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}
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i = i + 1
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}
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emit_global_init_fn() # @L_init_globals: the non-constant `var` initializers
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if len(g_events) > 0 { emit_event_fns() } # EV0: @ev_<E> event-dispatch functions
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if has_ecs() { emit_world_table() } # EV2/EV8: the mod reflection ABI (powers Query.* / Reflect.* / engine systems, and lets a binary module (#64) link against a shared world). Unused defs dead-strip at -O2, so a game that touches none is output-identical.
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if has_ecs() { emit_ecs_allocator(); emit_snapshot() }
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