bump: minor type: feat Deterministic camera zoom (#78) — `Camera.zoom(scale)` scales the whole view about the screen centre by a Q16.16 factor (`1.0` = none, `2.0` = 2x in, `0.5` = out). It rides on the same two framebuffer chokepoints (`rt_put_px` / `rt_fill_rect`) that already carry the camera offset, so it composes with `Camera.set`/`follow`/`shake`, and it is a *render-time* transform — the world coordinate types stay integer pixels + Q16.16 velocity, so lockstep, replay and `world_save` are untouched, and the zoom itself is deterministic. Gated by an internal `rt_cam_zoomed` flag so a game that never zooms renders byte-for-byte identically (golden renders unchanged); `Camera.zoom(1.0)` turns it back off. This is the concrete outcome of the #78 position-types investigation (`docs/RFC-POSITION-TYPES.md`), which rejected hardware floats for the deterministic coordinate core and identified zoom as the one genuinely-missing render feature. Example: `examples/library/camera_zoom.ludic` (pixel-readback verified).