ludic/changes
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feat(render): #85 engine sprite-render system + deprecate bare draw_sprite
The engine already auto-ticks SpriteAnim/Motion; it now auto-DRAWS too.
Declare a Sprite component (id/offx/offy/scale/flip/tint/hidden, shipped from
ludic.core) on an entity with a Position and esys_sprite draws it each Render
frame — no hand-written Render handler, no hand animation (adds the SpriteAnim
frame when present). Registered on the engine-system registry (Render) and
spliced only when the game declares Sprite, so a game that never declares it
compiles byte-identically; opt out by omitting Sprite or `disable system
esys_sprite`.

Deprecates the bare draw_sprite/draw_sprite_scaled globals in favour of
Screen.sprite/Screen.sprite_scaled: a direct bare call emits a one-time
compile-time deprecation note (the bare form still lowers, since Screen.sprite
uses it); migrates the chronorift demo to the namespaced calls (golden render
byte-identical).

Example sprite_render (pixel-readback: engine draws the sprite, respects
hidden). Full suite 109/0, goldens byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:20:13 +03:00
..
camera-zoom.md feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00
clear-color.md feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents 2026-09-02 07:10:44 +03:00
controllers-foundation.md feat(controllers): #57 foundation — ludic.gameplay package + lever 5 (disable system) 2026-09-01 16:23:10 +03:00
controllers-npcai.md feat(controllers): #61 NPC AI — ludic.npcai package (base + extensible) 2026-09-01 17:12:32 +03:00
controllers-platformer.md feat(controllers): #58 platformer — ludic.platformer package (base + extensible) 2026-09-01 16:41:34 +03:00
controllers-rpg.md feat(controllers): #59 RPG systems — ludic.rpg 7-module suite (base + extensible) 2026-09-01 17:25:56 +03:00
controllers-shooter.md feat(controllers): #60 shooter — ludic.shooter package (base + extensible) 2026-09-01 17:04:49 +03:00
core-components.md feat(core): #77 ship canonical Position/Body/Collider from ludic.core package 2026-09-02 06:46:06 +03:00
index-addr-member-index.md feat(engine): Tiled P1 — rt_tmap model + GID resolver + render + projection (#69) 2026-09-01 14:43:29 +03:00
input-manager.md feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
package-declarable-hooks.md docs(pkg): document @Namespace / @EngineSystem / @System + package hooks (#62) 2026-09-01 12:31:47 +03:00
package-manager.md feat(pkg): package manager — fetch + MVS resolve + namespace registration (#63) 2026-09-01 07:08:12 +03:00
prebuilt-packages.md feat(pkg): x build-lib / prebuilt consumption — binary packages end-to-end (#64) 2026-09-01 07:52:06 +03:00
README.md feat(release): SemVer + ludicc --version, changesets, and x release 2026-08-30 23:46:59 +03:00
sprite-render.md feat(render): #85 engine sprite-render system + deprecate bare draw_sprite 2026-09-02 07:20:13 +03:00
tiled-maps.md feat(stdlib): Tiled P6 — infinite/chunked maps, .world stitching, base64+zstd (#74) 2026-09-01 16:07:10 +03:00

Changesets

A changeset is one small Markdown file describing a single user-facing change, dropped in this directory. x release consumes every changeset here into a new CHANGELOG.md section, bumps VERSION, and deletes the consumed files.

Format

bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
  • bump: — major, minor, or patch (SemVer). The release version is bumped by the highest level among the pending changesets (unless x release <level> overrides it).
  • type: — the Conventional Commit type (feat, fix, perf, docs, …); it becomes the bold prefix of the changelog bullet.

Adding one

Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any filename works except this README.md, which the release step always skips.