bump: minor type: feat Input Manager + automatic device-layer drive (#83). The generated frame loop now commits the input device layer itself — when a game uses any Input action-map / device method it calls `input_poll` each frame (reading the live key, recording/replaying, and rebuilding the held-key/mouse/gamepad state), so `Input.active` / `Input.key_down` / the mouse and pads read live **without the game calling `Input.poll` by hand** (previously the loop fed only `Input.key`, and the device layer read empty unless the game polled at the top of its Input phase). A game that uses no Input runtime keeps the plain `rt_poll` path, byte-identical. Adds the Input-Manager API on top: `Input.action(name, key)` ships a **default** binding (kept if already bound, so a player's `Input.rebind` or a loaded key-map is not clobbered); `Input.bind_pad(name, button)` makes an action **device-agnostic** (fires from keyboard *or* gamepad); and `Input.active` / `Input.just_pressed` / `Input.just_released` read the whole multi-key device layer with clean on-press / on-release edges (the deterministic, dispatch-free equivalent of event handlers — a handler polls the edge and reacts, so a replay fires identically). Examples: `examples/library/input_manager.ludic`, `examples/library/input_auto.ludic`.