r3d/runtime: allocs, keeps and births at 0 on this side
render3d: shadow_fit, water_reflection_pass, layer_partition_lods and the GPU cull's scratch are made with the state; v3_dist is scalar; the pushes into lists sized at start-up, the caps probe, the table growth, the loads and the constructors declared with their bounds (one statement a line); the renderer's name made once with the device; the two error messages given back; the dead lupine models removed. runtime: a component's text is held interned in its value cell (one copy per distinct text), so the getter's own text goes with its frame instead of being kept by ludic.ui's model - 80 of the 83 keeps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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18 changed files with 105 additions and 177 deletions
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@ -214,6 +214,7 @@ function skin_bind(render3d_st: mut Render3dState, sk: Skin, prog: int) -> void
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# the same skeleton posed on its own: shares the rest data, owns the pose and the matrices
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@creates(SkinClone)
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@alloc_ok("one per figure placed (a person, an animal): actor_release frees it with the actor")
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function skin_clone(src: Skin) -> Skin {
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let sk = new Skin
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sk.n_nodes = src.n_nodes; sk.par = src.par; sk.walk = src.walk
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