rimlike/autoload
megaproxy d9638a4ea4 fix six critical bugs from audit sprint
save/load round-trip: workbench bills, crop static-method, bed owner,
wolf target now all survive reload via Bill.from_dict reconstruction,
_spawn_crop using setup(), and a new _post_load_resolve_references pass.

PlantProvider: sow path added; consumes 1 grain on a TILLED crop tile.

CraftingProvider: ingredient2 supported via new KIND_DEPOSIT_AT_WB toil
and Workbench.deposited_inputs buffer. Cremation pyre now actually
consumes wood.

HaulingProvider: per-item haul_retry_count + haul_rejected after 3
orphan passes; new EventBus.stockpile_layout_changed resets rejects on
any player stockpile edit.

Storyteller: 14 stubbed event effects implemented. New buff registry
(add_buff/get_buff_multiplier/has_buff, day-prune, save/load) drives
seasonal/resource events. New request_pawn_spawn signal + WANDERER
table for arrivals. New SICK status + 3 mood thoughts.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 18:06:55 +01:00
..
audio.gd Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio 2026-05-16 17:20:40 +01:00
audio.gd.uid Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
audit.gd Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
audit.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
autosave.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
autosave.gd.uid Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
clock.gd Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
clock.gd.uid Phase 11 — Day/night cycle + Lighting (taken before Phase 9 per recommendation) 2026-05-11 15:54:15 +01:00
event_bus.gd fix six critical bugs from audit sprint 2026-05-16 18:06:55 +01:00
event_bus.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
game_state.gd Phase 19 — onboarding: hint tour + Help modal + tooltip pass 2026-05-16 17:36:18 +01:00
game_state.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
hint_system.gd Phase 19 — onboarding: hint tour + Help modal + tooltip pass 2026-05-16 17:36:18 +01:00
hint_system.gd.uid Phase 19 — onboarding: hint tour + Help modal + tooltip pass 2026-05-16 17:36:18 +01:00
save_system.gd fix six critical bugs from audit sprint 2026-05-16 18:06:55 +01:00
save_system.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
sim.gd Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
sim.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
storyteller.gd fix six critical bugs from audit sprint 2026-05-16 18:06:55 +01:00
storyteller.gd.uid Phase 15: Storyteller (25 events, daily roll, banner+modal UI) 2026-05-11 19:01:35 +01:00
strings.gd Phase 19 — onboarding: hint tour + Help modal + tooltip pass 2026-05-16 17:36:18 +01:00
strings.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
weather.gd Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
weather.gd.uid Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
world.gd fix six critical bugs from audit sprint 2026-05-16 18:06:55 +01:00
world.gd.uid Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00