Move outstanding work from TODO.md into the issue tracker
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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>
This commit is contained in:
2026-08-02 18:47:34 -04:00
parent bbb7b8f494
commit eabb9ad376
43 changed files with 850 additions and 2520 deletions

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@@ -66,7 +66,7 @@ static akerr_ErrorContext *load_fixture(void)
* usually because something is not releasing -- arrived as a segfault inside
* strncpy.
*
* This is what TODO.md Performance item 29 looked like from the outside: not
* This is what the tilemap string-pool leak looked like from the outside: not
* "the tilemap loader leaks five strings a load", but a crash somewhere else
* entirely, fifty levels later.
*/

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@@ -483,7 +483,7 @@ static akerr_ErrorContext *bench_asset_load(void)
// The 52nd load would find the pool empty, and what happens then is
// not an AKGL_ERR_HEAP: akgl_get_json_string_value finishes with
// pass-up false, swallows the failed claim, and dereferences the
// pointer it never set. Both defects are filed in TODO.md; this loop
// pointer it never set. Both defects are recorded in TODO.md; this loop
// works around the first so it never reaches the second.
for ( j = 0; j < AKGL_MAX_HEAP_STRING; j++ ) {
akgl_heap_strings[j].refcount = 0;

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@@ -31,7 +31,7 @@
* inside simulate produced a longer step and a red suite. It failed
* exactly once, under a parallel ctest, which is the worst way to find
* out. That the engine cannot be stepped exactly is itself a finding;
* see TODO.md.
* see issues #29 through #32.
*/
#include <SDL3/SDL.h>

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@@ -10,7 +10,7 @@
*
* akgl_render_2d_init() is not covered here: it creates a window from the
* property registry and writes the `camera` global, which is what the offscreen
* harness described in TODO.md exists to make testable.
* harness described in issue #6 exists to make testable.
*/
#include <SDL3/SDL.h>