From 20858a1be13e4791f8af1c9761bd10ce26a46222 Mon Sep 17 00:00:00 2001 From: tekki mariani Date: Tue, 24 Mar 2026 08:08:18 +0000 Subject: [PATCH] =?UTF-8?q?=F0=9F=93=9D=20update=20changelog=20for=20event?= =?UTF-8?q?-queue=20and=20action=20log?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- CHANGELOG.md | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 091fe50..86a7b03 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,6 +7,12 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). ## [Unreleased] +### Performance +- **Event-queue timers** (Issue #36): crops, tree seedlings, and tile-recovery events now use a sorted priority queue with absolute `gameTime` timestamps instead of per-frame countdown iteration — O(due items) per tick instead of O(total items); `WorldState.gameTime` tracks the in-game clock; save migrated from v5 to v6 + +### Added +- **Action log in F3 debug panel** (Issue #37): last 15 actions dispatched through the adapter are shown in the F3 overlay under "Last Actions"; ring buffer maintained in `LocalAdapter` + ### Fixed - **Y-based depth sorting** (Issue #31): trees, rocks, seedlings and buildings now use `tileY + 5` as depth instead of fixed values — objects lower on screen always render in front of objects above them, regardless of spawn order; build ghost moved to depth 1000 - **Nisse always visible** (Issue #33): Nisse sprites fixed at depth 900, always rendered above world objects