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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@@ -74,7 +74,7 @@ struct akgl_CollisionWorld;
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*
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* Sub-stepping bounds how far an actor moves between collision tests, which
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* stops anything moving at ordinary speeds from passing through a wall. A
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* projectile is not moving at ordinary speeds. See `TODO.md`.
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* projectile is not moving at ordinary speeds. See issue #56.
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*/
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#define AKGL_COLLISION_FLAG_BULLET 0x00000008u
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@@ -557,8 +557,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_collision_sync_actors(akgl_CollisionWorl
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* Follows the convention every pool here uses: akgl_heap_next_collision_proxy
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* finds a free slot and does **not** claim it, and this takes the reference.
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* Write the two adjacent, because until the reference is taken the slot is still
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* free and the next acquire hands out the same pointer. That is `TODO.md` "Known
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* and still open" item 8, it applies to four of the five existing pools, and
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* free and the next acquire hands out the same pointer. That asymmetry is issue
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* #14, it applies to four of the five existing pools, and
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* this one does not depart from it -- a sixth convention would be worse than the
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* defect.
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*
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