Fix GC-Ruckler in pickJob und tickVillager #35

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tekki merged 2 commits from fix/gc-alloc-picjob into master 2026-03-23 20:28:46 +00:00
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@@ -7,6 +7,10 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased] ## [Unreleased]
### 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
### Added ### Added
- **Försterkreislauf** (Issue #25): - **Försterkreislauf** (Issue #25):
- **Setzlinge beim Fällen**: Jeder gefällte Baum gibt 12 `tree_seed` in den Stockpile - **Setzlinge beim Fällen**: Jeder gefällte Baum gibt 12 `tree_seed` in den Stockpile