📝 CHANGELOG update for Issue #22 #24

Merged
claude merged 1 commits from fix/changelog-issue22 into master 2026-03-23 12:33:19 +00:00

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@@ -8,6 +8,9 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased] ## [Unreleased]
### Fixed ### Fixed
- **Nisse idle loop** (Issue #22): Nisse no longer retry unreachable trees/rocks in an infinite 1.5 s loop — `pickJob` now skips resources with no adjacent passable tile via `hasAdjacentPassable()`; pathfind-fail cooldown raised to 4 s
- **Resource-based passability** (Issue #22): FOREST and ROCK terrain tiles are only impassable when a tree/rock resource occupies them — empty forest floor and rocky ground are now walkable; `WorldSystem` maintains an O(1) `resourceTiles` index kept in sync at runtime
- **Terrain canvas not updating** (Issue #22): `CHANGE_TILE` now calls `refreshTerrainTile()` centrally via the adapter handler, fixing the visual glitch where chopped trees left a dark FOREST-coloured pixel instead of DARK_GRASS
- **Stockpile panel** (Issue #20): panel background now uses `uiOpacity` and updates live when Settings opacity changes; panel height increased so the Nisse count row no longer overlaps the carrot row - **Stockpile panel** (Issue #20): panel background now uses `uiOpacity` and updates live when Settings opacity changes; panel height increased so the Nisse count row no longer overlaps the carrot row
- **ESC menu** (Issue #20): internal bottom padding corrected — last button now has 16px gap to panel edge instead of 0px - **ESC menu** (Issue #20): internal bottom padding corrected — last button now has 16px gap to panel edge instead of 0px