bump: patch type: fix **render3d allocates nothing in its steady state.** A buffer released and made again - what a streamed or growing buffer does every few frames - left about 224 bytes behind each time: the Vulkan allocator made a one-slot list per allocation, turned two 64-bit sizes into strings to read them as ints, and rebuilt its spare-record list whole to drop the last entry. It now keeps one slot, converts with `int()`, and pops. `Vk.heap_bytes()` reads malloc's live bytes (macOS), and `examples/rendering/steady.ludic` holds render3d to zero: 5000 buffer rounds and 600 whole frames, 0 bytes each (the unfixed allocator: 1,120,000 over the 5000).