From d3696c6380ed24edfb378a7583ec4cae9fafb12d Mon Sep 17 00:00:00 2001 From: claude Date: Mon, 23 Mar 2026 12:33:19 +0000 Subject: [PATCH] =?UTF-8?q?=F0=9F=93=9D=20CHANGELOG=20update=20for=20Issue?= =?UTF-8?q?=20#22=20(#24)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- CHANGELOG.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index bb5be00..b5efe3a 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -8,6 +8,9 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/). ## [Unreleased] ### 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 - **ESC menu** (Issue #20): internal bottom padding corrected — last button now has 16px gap to panel edge instead of 0px