Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| ai-seek-pathing.md | ||
| audio-link-windowed.md | ||
| become-anywhere.md | ||
| component-access.md | ||
| countdown.md | ||
| cursor-confine-mode3.md | ||
| duplicate-global-diagnostic.md | ||
| engine-enums.md | ||
| engine-ui-events.md | ||
| enum-typed-machines.md | ||
| fmt-paren-spacing.md | ||
| global-initializers.md | ||
| half-the-game.md | ||
| ivec2-members.md | ||
| key-constants-namespaces.md | ||
| layer-queries.md | ||
| less-to-write.md | ||
| managers.md | ||
| namespace-named-args.md | ||
| overlay-phase.md | ||
| prefabs.md | ||
| prefs-package.md | ||
| README.md | ||
| reserved-word-functions.md | ||
| self-in-spawn-hooks.md | ||
| shooter-aim-centre.md | ||
| solids-solid2.md | ||
| sprite-atlas-ids.md | ||
| sprite-strip.md | ||
| tileskin-system.md | ||
| ui-close.md | ||
| ui-ids-anywhere.md | ||
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, orpatch(SemVer). The release version is bumped by the highest level among the pending changesets (unlessx 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.