Move outstanding work from TODO.md into the issue tracker
TODO.md carried two records in one file: what had been done, with the measurements behind it, and what was left. The second half is what a tracker is for, and keeping it here has already cost something -- AGENTS.md records a round where eleven entries described code that had already changed, and this file admitted to three more. Every open item is now an issue on source.starfort.tech/andrew/libakgl, labelled by kind and blast radius and milestoned by what it can land in: 0.9.x for anything that breaks no ABI, 0.10.0 for new or changed public symbols, 1.0.0 for the design work. Four are epics: the performance plan (#60), coverage (#61), actor rotation (#62), and the false header comments (#63). Verified against the tree before filing rather than transcribed. Three entries were already fixed and were not filed: the akgl_path_relative context leak, the akgl_draw_background test extension, and the SDL enumeration audit -- keyboards, gamepads and mappings are all freed in CLEANUP today. Two were reworded because the code had moved: the fonts item is a missing teardown entry point rather than a missing API, since akgl_text_unloadallfonts exists, and draw_world's tilemap call is already bounded by numlayers, so only the per-layer actor rescan remains. TODO.md keeps the part a tracker has no place for: why a decision went the way it did, what the measurement was, and which arguments turned out to be wrong. TODO.txt is deleted. Four of its eight entries had shipped -- actor-to-actor collision, actor-to-world collision, automatic facing, image layers -- and the four that had not are #74 through #77, with the GPU renderer's research links kept because that is the part that took the time. Every reference that named an item number or a moved section is repointed, in the manual, the headers, the tests and the examples. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -362,7 +362,7 @@ pass per layer; see [Chapter 8](08-rendering.md).
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## Known defects
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Documented here because this is where a reader hits them. Each is cross-referenced to
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`TODO.md`.
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its issue.
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**A failed load releases nothing.** `akgl_tilemap_load` zeroes the destination up front and
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then loads physics, geometry, layers and tilesets in order. If any of that fails, the
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@@ -375,8 +375,8 @@ leak them.
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**`akgl_tilemap_release` does not release the actors an object layer created.** It destroys
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tileset and image-layer textures and clears each pointer as it goes — that half is correct
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as of 0.5.0, and a second release is safe rather than a use-after-free (`TODO.md`, "Known
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and still open" item 2). The actors, and their references on characters and sprites, are
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as of 0.5.0, and a second release is safe rather than a use-after-free (`TODO.md`,
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"Defects"). The actors, and their references on characters and sprites, are
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yours to release. The header's `@warning` describing a tileset double-free is stale; the
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loop it describes was fixed and `tests/tilemap.c` releases the fixture three times and
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asserts every texture pointer is `NULL`.
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