- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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id: annot-ondespawn name: @OnDespawn category: annotations kind: annotation tokens: @OnDespawn sig: @OnDespawn(Model, reason: r) handler Name { … } tip: Run a handler when a model instance is torn down, optionally knowing why. order: 50
@OnDespawn(Model) is the teardown counterpart to @OnSpawn: it fires once for each instance of the named model as it is removed, whether by an in-world despawn or at program shutdown, and its body still reads the instance's outgoing field values before they are gone. With the optional reason: r binding it becomes reason-carrying teardown — r is bound to an EndReason the compiler passes at each teardown site (an in-world despawn passes EndReason.Despawned, program exit passes EndReason.Quit) so one hook can branch on why the instance is ending, the way Unreal's EndPlay(reason) does. Every still-live instance's hook fires at quit, which makes "no silent deaths" real: drop loot on a real death but skip it when the app is simply closing. Add @Public to also emit a model_<Model>_despawn event.
program DespawnHook {
property Health { current: int = 0 }
property Loot { gold: int = 0 }
model Enemy { Health, Loot }
@OnDespawn(Enemy, reason: teardown_reason) handler DropLoot {
match teardown_reason {
EndReason.Quit => { } # app closing — do not drop loot
_ => { print(Loot.gold) } # died in-world — award the gold
}
}
handler SpawnWave phase Start { spawn Enemy { Health { current: 10 }, Loot { gold: 25 } } }
handler KillOne phase Render {
for (Health) in query [Health, {Enemy}] { despawn self() } # prints 25
quit()
}
}