Embed fonts into the executable, ship release artifacts as bare binaries
Fonts are now baked in with #load and loaded via LoadFontFromMemory instead of LoadFontEx reading assets/*.ttf from disk, so a build no longer needs an assets/ folder next to it at runtime - the chdir to the executable's own directory in main.odin is dead code, removed. just package / just package-windows now produce a single executable (build/<name>_<version>_<os>_<arch>[.exe]) instead of a tar.gz/zip, and the release workflow's upload/release-asset globs and the lld/zip toolchain package list are updated to match. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -28,9 +28,9 @@ Requires [Odin](https://odin-lang.org) (dev-2026-09) and [just](https://just.sys
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just run # build and play (debug)
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just check # type-check with -vet
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just test # run tests
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just package 1.0 # native release build -> build/HanjaKanaMun_1.0_<os>_<arch>.tar.gz
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just package 1.0 # native release build -> build/HanjaKanaMun_1.0_<os>_<arch> (self-contained executable)
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just windows-deps # Linux only: fetch Windows SDK/CRT (xwin) and raylib.lib
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just package-windows 1.0 # cross-compiled Windows build -> build/HanjaKanaMun_1.0_windows_x86_64.zip
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just package-windows 1.0 # cross-compiled Windows build -> build/HanjaKanaMun_1.0_windows_x86_64.exe
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```
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The Windows build needs `lld-link`. On macOS, `brew install lld` and set `LLD_LINK`, and point `XWIN_SDK` and
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