fix: MSVC ABI, heap allocator, deferred timer - vanillafixes compat
- Restore MSVC ABI (was accidentally GNU since v0.6.0, broke .CRT section) - Replace game allocator with Windows process heap for filecache and libdeflate malloc/free - game allocator not initialized during DllMain when injected via CreateRemoteThread - Defer timer calibration (Sleep 500ms) to lateInit - blocks under loader lock during DllMain - Remove exported malloc/free symbols from DLL - Eliminate addObject compilation units for SSE files - direct @import with AVX target instead - Heap-allocate filecache (was 9.3MB static BSS) - Strip transform44 of performance/ externs, pure profiling only - Rename performance/ to weirdperformance/ to match module convention - Skip default-off modules in all-variants build step - Remove dead debug vars and stride logging from particle_sse
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-1
@@ -43,7 +43,7 @@ const transform44 = if (build_opts.transform44) @import("transform44/transform44
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const addonperf = if (build_opts.addonperf) @import("addonperf/addonperf.zig") else struct {};
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const ssemaths = if (build_opts.ssemaths) @import("ssemaths/ssemaths.zig") else struct {};
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const silicon = if (build_opts.silicon) @import("silicon/silicon.zig") else struct {};
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const weirdperformance = if (build_opts.weirdperformance) @import("performance/weirdperformance.zig") else struct {};
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const weirdperformance = if (build_opts.weirdperformance) @import("weirdperformance/weirdperformance.zig") else struct {};
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const module_active = @import("module_active.zig");
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@@ -666,6 +666,9 @@ fn engineInitDetour() callconv(hook.cc.stdcall) void {
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if (build_opts.silicon) {
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silicon.lateInit();
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}
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if (build_opts.weirdperformance) {
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weirdperformance.lateInit();
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}
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}
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// =============================================================================
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