## What
Adds a **Nuke fallout color** option to the in-game graphics settings
modal (Effects section), letting players recolor the fallout tint left
on territory after a nuke.

## How
Mirrors the existing **Ocean color** override pattern:
- `GraphicsOverrides.ts` — adds `staleNukeColor` (hex string) to the
`mapOverlay` override schema.
- `RenderOverrides.ts` — `applyGraphicsOverrides` parses the hex and
writes the renderer's `staleNukeR/G/B` 0–1 float channels (`hexToRgb`
yields 0–255, so it divides by 255).
- `GraphicsSettingsModal.ts` — new hex-text + native color-picker row,
default computed from `render-settings.json`.
- `en.json` — `nuke_color_label` / `nuke_color_desc`.
The value persists via `UserSettings.graphicsOverrides()` and is cleared
by the modal's existing "Reset to defaults".
The render debug GUI already exposes the same setting as **Stale Nuke
Color** (Map Overlay), so no change was needed there.
## Testing
- `tsc --noEmit` clean.
- Verified in a headless solo game: the row renders with the green
default (`#0d8c12`), changing it persists `mapOverlay.staleNukeColor`,
and `applyGraphicsOverrides("#ff0000")` produces `staleNukeR=1, G=0,
B=0`.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
The green alliance icon above player names blends into similarly-colored
terrain — most notably irradiated land, which is the same green — making
it hard to spot allied players.
## Fix
Add a configurable dark outline to the alliance status icon, rendered in
the status-icon shader (the icons come from a pre-baked atlas with no
regeneration script, so this is done in-shader rather than by editing
the PNG).
- **Outline**: an alpha dilation gated to the alliance icon (slot 3).
8-direction sampling of the icon's alpha builds a black halo around its
silhouette; interior pixels and all other status icons are untouched.
- **No clipping**: the alliance icon's quad is grown outward into the
atlas cell's existing transparent padding so the halo isn't clipped at
the quad edge. The icon's on-screen size and position are unchanged; 8px
of the cell's 16px mipmap-safety padding is preserved.
- **Drain stays aligned**: the alliance-expiry drain effect's cut line
and faded-icon UVs are remapped into the expanded quad space so the
animation still lines up.
- **Tunable**: width is driven by `name.statusOutlineWidth` in
`render-settings.json` (default 6 texels; 0 disables), with a matching
"Status Outline Width" slider in the debug GUI.
## Testing
`tsc` and `eslint` pass. Verified in-game: the handshake now reads
clearly against irradiated terrain, with the outline rendering fully (no
edge clipping) and the drain animation still aligned.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## What
Cap the height of the **Tier 1 (important) events panel** and make it
scroll when many events stack up, instead of letting it grow unbounded
up the screen.
## Why
The less-important (Tier 2) events panel was already height-capped and
scrollable, but the important panel had no limit — a burst of important
events (chat, nukes inbound, alliance changes, etc.) could push the
panel arbitrarily tall.
## Changes (`src/client/hud/layers/EventsDisplay.ts`)
- Added `max-h-[30vh] lg:max-h-[40vh] overflow-y-auto` to the
important-events container.
- Mirrored the existing Tier 2 auto-scroll-to-bottom behavior for the
important panel (new `.important-events-container` query + scroll
tracking), so the newest important events stay in view rather than being
hidden below the fold. If the player scrolls up, auto-scroll pauses
(same as Tier 2).
## Testing
Verified in the live game by injecting 15 important events:
- Panel is height-capped and scrollable (`scrollHeight 540 >
clientHeight 400`).
- Auto-scrolls to the newest (`scrollTop` pinned to bottom); events 5–15
visible, older ones reachable by scrolling up.
lint clean.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.
**Add approved & assigned issue number here:**
Resolves#4323
## Description:
Made stations use euclidean distance for radius for checking if other
stations are close enough, removed redundant if check and unneeded
config
<img width="1920" height="1080" alt="Screenshot from 2026-06-18
14-19-48"
src="https://github.com/user-attachments/assets/a84f29f8-0cc1-46ea-9b96-3d70d6b0b20a"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tktk1234567
## Description:
Relates to #3725
Adds a new **Impassable** terrain type that enables non-rectangular maps
and creates impassable barriers on the map. Painted with pure black
(`#000`) in the map editor's `image.png`.
**Encoding:** Impassable terrain is encoded in the binary format as
`isLand=1, magnitude=31` (previously unused). The Go map generator
detects `#000` pixels and produces this encoding. The map generator's
minimap downscaling gives impassable highest priority (Impassable >
Water > Land). Thumbnails render impassable as transparent so the map
picker background shows through.
**Rendering:** Impassable tiles render as the map background colour
(`rgb(60, 60, 60)`, matching `gl.clearColor` in `Renderer.ts`), making
them visually indistinguishable from the area outside the map quad. This
enables maps to appear non-rectangular.
**Gameplay restrictions:** Impassable terrain cannot be:
- Owned (`conquer()` throws)
- Attacked (`AttackExecution` skips impassable tiles in both `tick()`
and `addNeighbors()`)
- Nuked (targeting rejected in `nukeSpawn()`, blast radius filtered in
`tilesToDestroy()`)
- Spawned on (nations, human players, and structures all reject
impassable tiles)
- Converted to water (guarded in `WaterManager` and `setWater()`)
**Nuke trajectories:** Nuke trajectories cannot cross impassable
terrain, matching the existing map-border enforcement. This is checked
at launch time in `NukeExecution.tick()`. The client-side trajectory
preview turns red with a red X where the arc crosses impassable terrain
(reusing the existing SAM-intercept visual pipeline in
`NukeTrajectory.ts`). The nuke ghost preview is completely hidden when
hovering over impassable terrain (same as hovering outside the map).
https://github.com/user-attachments/assets/ff131146-9749-41e0-892a-617e5cd16c54
Impassable terrain is transparent on the thumbnail:
<img width="213" height="152" alt="Screenshot 2026-06-18 211640"
src="https://github.com/user-attachments/assets/ede16f8c-9239-4ab1-be5d-0ba81cce5e9e"
/>
Tested with water nukes, made sure there is no water depth gradient near
the impassable terrain, just like at the world border:
<img width="774" height="771" alt="Screenshot 2026-06-18 212348"
src="https://github.com/user-attachments/assets/4429069d-911b-48e8-91e3-7307d42c9397"
/>
Models used: GLM 5.2 and MiMo 2.5 Pro 😄
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
**Add approved & assigned issue number here:**
Resolves#4349
## Description:
The infra related PR is linked to this one and would need to be pushed
first (376)
Two changes for organized/tournament matches:
1. **Final standings.** `setWinner` snapshots each player's tiles owned
at game end into `PlayerStats` (`finalTiles`). It's a deterministic
integer captured in the sim, so it's replay-safe and rides into the
existing game record. This lets standings be derived directly (winner,
then surviving players by territory, then eliminated players by when
they died) without re-simulating, which matters because a domination win
ends with many players still alive.
2. **Per-kill log**. Records, per player, which humans they eliminated
and at what tick (kills on PlayerStats). This lets standings attribute
each kill to the victim's final placement, and gives a deterministic
kill graph for integrity review. Hooked once in conquerPlayer (the
single elimination funnel), humans only. Additive optional field that
rides the existing game record, no archive or wire changes.
These are off by default with no effect on normal play.
## Please complete the following:
- [x] I have added screenshots for all UI updates (no UI changes in this
PR)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new user-facing text)
- [x] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
zixer._
Resolves#4028 (client half — backend is openfrontio/infra#368, which
must be deployed first).
## Description:
Adds "Login with Google" to the client, alongside the existing Discord
login. Companion to the backend PR (openfrontio/infra#368).
- `Auth.ts` — `googleLogin()` (full-page redirect to
`/auth/login/google?redirect_uri=…`, mirrors `discordLogin()`).
- `ApiSchemas.ts` — `GoogleUserSchema` + optional `user.google` on
`UserMeResponseSchema`.
- `AccountModal.ts` — a "Login with Google" button (Google brand
guidelines: white surface, dark text, the multicolor "G" mark) in the
login options, and the logged-in view now renders a Google-authenticated
user's email (also added `google` to `isLinkedAccount()`).
- `en.json` — `main.login_google`.
- `resources/images/GoogleLogo.svg` — the Google "G" mark.
> **Draft.** Depends on infra#368 being deployed (the button hits the
live `/auth/login/google`).
## Please complete the following:
- [x] I have added screenshots for all UI updates <!-- TODO: add
screenshot of the Google button -->
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory <!-- no client
tests exist for AccountModal/Auth; verified via tsc --noEmit + eslint.
Backend behaviour is covered in infra#368 -->
## Please put your Discord username so you can be contacted if a bug or
regression is found:
jish
## What
Notify a player when one of their trade ships is captured. The alert
appears in the **less-important (top) events tier** and is gated behind
a new in-game setting (on by default).
## Why
Previously there was no notification to the player who *lost* a trade
ship — only the capturer got a transient +gold pip on the ship's
arrival. This surfaces the loss to the victim, while letting players opt
out if they find it noisy.
## Changes
- **`src/core/execution/TradeShipExecution.ts`** — On capture detection,
emit a display message (`events_display.trade_ship_captured`, type
`UNIT_DESTROYED`) to the original owner. Fires once, guarded by the
existing `wasCaptured` flag. `UNIT_DESTROYED` is not a Tier-1 type, so
it lands in the top/less-important tier.
- **`src/client/hud/layers/EventsDisplay.ts`** — Suppress the message
when the setting is off, following the existing key-based filter
pattern.
- **`src/core/game/UserSettings.ts`** — New `tradeShipCapturedEvents()`
getter (default `true`) + `toggleTradeShipCapturedEvents()`.
- **`src/client/hud/layers/SettingsModal.ts`** — New toggle in the
in-game settings modal.
- **`resources/lang/en.json`** — New
`events_display.trade_ship_captured` and
`user_setting.trade_ship_captured_label`/`_desc` keys.
- **`tests/core/executions/TradeShipExecution.test.ts`** — Tests that
the notification is sent to the original owner with the right args and
only once across ticks.
## Notes
- The setting is gated client-side (in `EventsDisplay`), keeping
`src/core` free of client-local localStorage settings — consistent with
how display events are already filtered there.
- Reused `MessageType.UNIT_DESTROYED` (red/"loss" styling) rather than
adding a new message type, to keep the change minimal. Happy to add a
dedicated type/color if preferred.
## Testing
- `npx vitest tests/core/executions/TradeShipExecution.test.ts --run` —
7 passed
- lint clean, no type errors
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
Enabling the **hidden names** (anonymous names) setting hid names in the
leaderboard/HUD but **not on the map**.
The GL name renderer (`NamePass`) drew `slot.static.displayName` —
always the real name — and never consulted
`userSettings.anonymousNames()`. The HUD works because it calls
`PlayerView.displayName()` (which honors the setting) on each render,
but the names baked into the GPU texture bypassed that path entirely.
## Fix
Push the *resolved* name into the renderer instead of the raw static
name:
- **`WebGLFrameBuilder.syncPlayers`** registers each player with
`displayName: p.displayName()` (honors the setting) instead of
`static.displayName`. Covers enabling the setting before a game and
players who join after a toggle.
- **`WebGLFrameBuilder.refreshNames` → `MapRenderer` → `Renderer` →
`NamePass.refreshNames`** is a new path that re-resolves cached names
and forces a re-upload (resets `slot.nameLen = 0`, which also recomputes
the name half-width so it stays centered).
- **`ClientGameRunner`** listens for the `settings.anonymousNames`
change event and calls `refreshNames`, mirroring the existing
territory-patterns live toggle.
## Behavior
- Enabled before a game → players register with anonymous names.
- Toggled mid-game → map names flip to/from anonymous on the next sim
tick (~100ms), matching the leaderboard.
- Your own name is unaffected (unchanged — `PlayerView` maps the local
player's anonymous name to their real name).
## Testing
`tsc --noEmit` passes for all edited files. This is a WebGL rendering
change with no straightforward unit test; verified by tracing the data
flow (resolved name → cached `slot.static.displayName` → re-upload on
dirty).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
Changing the ocean/water color in **Graphics settings** repaints the
terrain — and any water tiles created by water nukes (land → water) snap
back to their original land appearance.
## Root cause
`TerrainPass` captures the `terrainBytes` buffer at construction and
reuses it in two places:
- `setOceanColor()` does a **full** terrain texture re-upload from
`terrainBytes` when the ocean color changes.
- `applyTerrainDelta()` applies live land→water nuke conversions, but
only wrote to the **GPU texture** — never back into `terrainBytes`.
So the CPU buffer stayed frozen at the map's original terrain. Changing
the ocean color rebuilt the whole texture from that stale buffer,
reverting every nuke crater to land.
## Fix
Write each delta byte back into `terrainBytes` inside
`applyTerrainDelta()`, so the buffer stays the live source of truth and
full re-uploads reflect conversions.
```ts
this.terrainBytes[ref] = bytes[i];
```
The indexing already lines up — `terrainBytes` is indexed by linear ref
(`y * mapW + x`), the same `ref` the delta loop iterates. The buffer is
only otherwise read once at construction by `RailroadPass`/`TerrainPass`
to seed GPU textures (which copy), so mutating it has no side effects
elsewhere.
## Testing
The WebGL passes have no unit-test harness (they need a live GL
context), so this isn't covered by an automated test. Verified by
reasoning through the data flow; can confirm in-game by nuking land into
water and then changing the ocean color.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
In the nuke trajectory preview, the SAM-intercept **"X"** marker was
drawn over **teammates'** SAMs — implying their SAM would shoot down
your missile. It shouldn't: like allies, a teammate's SAM never engages
your nuke. The bug only affected teammates; allies already worked.
## Cause
The preview built its threat set from `myPlayer.allies()` only — formal
alliances — and never considered teammates. That diverged from the sim
([`SAMLauncherExecution.ts`](src/core/execution/SAMLauncherExecution.ts#L118-L134)),
which skips any nuke whose owner it's `isFriendly()` with (**same team
OR allied**).
## Fix
`samThreatensNukePreview` now takes a teammate set and excludes
teammates **unconditionally**.
The subtlety: allies keep the existing *betrayal* exception — a strike
close enough to break the alliance makes that ally's SAM engage at
launch (`listNukeBreakAlliance`, the same function the sim uses).
Teammates get **no** such exception, because a strike can break an
alliance but never a team relationship. So even a player who is both a
teammate *and* a betrayed ally is correctly left off the threat set.
## Notes
- The sim has an "aftergame fun" exception where teammate SAMs *do*
target teammate nukes once there's a winner. The preview only appears
while aiming a buildable mid-game (no winner yet), so that case doesn't
apply here.
## Tests
Updated `samThreatensNukePreview` unit tests for the new signature and
added coverage for: teammate excluded, and teammate stays excluded even
when listed as betrayed. All 11 tests pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves#4326
## Description:
Updates map-generator readme for terrain color info locations modified
in v32.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tidwell
## Summary
Clans aren't supported on CrazyGames, so don't let players set a clan
tag there.
- Tag the clan tag input wrapper with the existing `no-crazygames` class
so Main.ts's hiding logic removes it on CrazyGames, matching how other
CrazyGames-hidden elements work.
- Guard loading the stored clan tag (`loadStoredUsername`) so a tag
saved on the main site isn't silently submitted in the handshake while
on CrazyGames — CSS hiding alone wouldn't prevent that.
- Guard storing the tag (`validateAndStore`) so a returning user's saved
tag isn't clobbered with an empty value during a CrazyGames session.
## Testing
- `npx tsc --noEmit` — clean (no UsernameInput errors)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## What
Routes every renderer call site that read `window.devicePixelRatio`
through a single `renderDpr()` helper that caps the value at **2**.
```ts
export function renderDpr(): number {
return Math.min(window.devicePixelRatio || 2, 2);
}
```
## Why
On very high-DPI displays (DPR 3, common on phones) the WebGL backing
store was sized at 3× CSS pixels — ~9× the fragment work of 1× — for a
marginal visual gain over 2×. Capping at 2 keeps retina (DPR 2)
pixel-perfect while clamping the 3× case.
## How it stays correct
DPR isn't just the canvas size — it's one coordinate system shared by:
- the canvas backing-store size (`Renderer.resize`)
- the camera's screen↔world math (`Camera.resize` / `screenToWorld` /
`worldToScreen`)
- the camera zoom scale (`ClientGameRunner.syncCamera`)
- the constant-CSS-pixel-size world text (`WorldTextPass`)
These must all use the same DPR value or pointer hit-testing and text
sizing drift. Routing them through one helper guarantees that. The
diagnostics reporter (`Diagnostic.ts`) is intentionally left reading the
real hardware DPR, since its job is to report the actual device.
## Test
- `tsc --noEmit` clean for all touched files (one pre-existing unrelated
`marked` types error remains on `main`).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
The spawn-phase overlay stored every human's spawn center in GLSL
**uniform arrays** (capped at `MAX_SPAWNS = 32`) and looped over all of
them **per screen pixel** in a fullscreen pass.
In lobbies with more than 32 humans, centers past the cap were silently
dropped in join order — so a few seconds into the spawn phase the
**local player's own ring could disappear while the phase was still
active**. Team modes make this worse: `playerTeams` can be a raw team
count, so a single team can have far more than 32 members, all of which
need rings.
The two walls that blocked simply raising the constant:
- **Uniform arrays cap out ~96** against WebGL2's 224-vec4 fragment
floor — 1024 would never link.
- The **fullscreen per-pixel loop** over every spawn is `O(pixels ×
spawns)` — raising the cap makes it a GPU hazard during the spawn phase.
## Fix
Rewrite `SpawnOverlayPass` to draw **one instanced quad per spawn
center**, sized to that center's influence radius (mirroring
`SAMRadiusPass`). This removes the uniform-array limit and the per-pixel
loop, so cost scales with the number of spawns rather than screen area,
and the overlay supports the renderer's full ~1024-player ceiling.
Instances are ordered **enemies → teammates → self** so the local
player's ring composites on top under normal alpha blending.
Self/teammate render as breathing rings; enemies render as tile-fill
highlights on unowned tiles — identical visuals and render-settings to
before.
## Changes
- `gl/passes/SpawnOverlayPass.ts` — instanced rendering via
`DynamicInstanceBuffer` + `drawArraysInstanced`; no `MAX_SPAWNS` cap.
- `shaders/spawn-overlay/spawn-overlay.frag.glsl` — per-instance
(kind-dispatched) instead of a uniform-array loop; self white→color
pulse moved into the shader.
- `shaders/spawn-overlay/spawn-overlay.vert.glsl` — new instanced vertex
shader.
## Testing
- `tsc` (full project) + `eslint` clean.
- Headless WebGL run: shaders **compile and link** (game starts normally
with 123 players), and the genuine `updateSpawnOverlay → update() →
drawArraysInstanced()` path renders self/teammate rings and enemy tile
highlights with **no GL errors**.
- ⚠️ Not yet verified end-to-end in a real 30+ human FFA lobby (the
original repro) — that needs multiple real clients. The instanced draw
path and rendering were confirmed in singleplayer with the overlay
force-activated.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
The ghost/build-menu price of a structure can show the wrong (inflated)
cost. Concretely: a player who owns a **captured** city and then starts
building their **first** city sees the 3rd-city price (**500k**) for
that build instead of the 2nd-city price (**250k**).
## Root cause
Structure cost scales as `2^(units built) × base` (city: 125k / 250k /
500k …), counted via:
```ts
Math.min(player.unitsOwned(type), player.unitsConstructed(type))
```
The `Math.min` is deliberate — it caps the count at how many you've
actually **built**, so **captured** units (owned but not built) don't
inflate the price.
`unitsConstructed()` defeated that by double-counting in-progress
builds:
```ts
const built = this.numUnitsConstructed[type] ?? 0; // already includes the building unit
let constructing = 0;
for (const unit of this._units) {
if (unit.type() !== type) continue;
if (!unit.isUnderConstruction()) continue;
constructing++; // counts the SAME unit again
}
return constructing + built; // doubled
```
`recordUnitConstructed()` is called in `buildUnit()` the moment the unit
is created — while it is still under construction — so
`numUnitsConstructed` already accounts for in-progress builds. The extra
loop counted them a second time.
With one captured city + one city under construction: `unitsOwned = 2`,
double-counted `unitsConstructed = 2`, so `Math.min(2, 2) = 2` → 500k.
Without the double-count it's `Math.min(2, 1) = 1` → 250k. ✅
The redundant loop is a leftover from #2378, which removed the separate
`UnitType.Construction` unit. Back then in-progress builds were a
distinct unit type **not** recorded in `numUnitsConstructed`, so the
loop was needed; afterward it became a pure double-count. This is a
long-standing latent bug — present identically on `v31` — not a recent
regression.
## Fix
`unitsConstructed()` now just returns `numUnitsConstructed[type]`, which
already includes under-construction builds.
## Tests
`tests/economy/ConstructionCost.test.ts` covers both:
- pure case (first city under construction) → still 250k
- captured city + first city under construction → was 500k, now 250k
(fails without the fix with `expected 2 to be 1`)
All related suites (economy, PlayerImpl, nation structure behavior,
upgrades, MIRV pricing, stats) — 144 tests — pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
`ClientGameRunner.stop()` tore down the worker, network, and sound, but
left the `MapRenderer` (and its WebGL context), the WebGL canvas, the
input overlay, and the self-driving RAF loop in place.
When you exit a game via the **Exit button** or browser **back**, the
page navigates to `/`, so the browser reclaims everything — that path is
fine. But you can start a new game **without** a reload: matchmaking and
joining another lobby go through `handleJoinLobby`, which calls
`lobbyHandle.stop(true)` then `joinLobby()` on the same document. The
old WebGL context stayed alive (the never-cancelled RAF kept it
referenced, so it wasn't even GC'd), and each new game stacked another
context. After a few games, mobile browsers hit their WebGL context
limit — matching the repro in #4267.
## Fix
`stop()` now disposes the renderer:
- cancels the self-driving RAF loop and disconnects the frame-loop
resize observer
- disposes the `MapRenderer` (frees all GPU resources)
- removes the WebGL canvas and the input overlay from the DOM
`GPURenderer.dispose()` additionally calls
`WEBGL_lose_context.loseContext()` so the context is released promptly
instead of waiting on unreliable GC. The territory-patterns settings
listener is wired to the existing graphics `AbortController` so it no
longer outlives the disposed view.
The cleanup runs unconditionally in `stop()` (a superseded join can stop
before the game becomes active) and is idempotent against repeated
`stop()` calls.
Fixes#4267🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
The troop and population ratio bars in `ControlPanel` and
`PlayerInfoOverlay` update their inline `width` on every game tick, with
a `transition-[width] duration-200` to smooth the change. But `width` is
a layout property — animating it forces the browser to **recalculate
layout for the surrounding HUD components every animation frame**. Since
the width changes every tick, this kept the whole HUD in a near-constant
relayout loop and showed up as jank.
## Fix
Keep the smooth animation, but drive it with `transform`
(GPU-composited, no layout) instead of `width`:
- Replace the two flex `width: %` segments with absolutely-positioned,
full-width bars.
- Segment 1: `transform: scaleX(green/100)` anchored to the left edge
(`origin-left`).
- Segment 2: `transform: translateX(green%) scaleX(orange/100)` so it
stays flush against the first segment.
- Animate with `transition-transform duration-200 ease-out`.
Because `transform` is composited rather than laid out, the bars animate
smoothly **without** triggering the per-frame HUD relayout.
The segments are now always mounted (`scaleX(0)` when empty) instead of
conditionally rendered, which also prevents the transition from
resetting as values cross zero.
Files:
- `src/client/hud/layers/ControlPanel.ts` (mobile + desktop troop bars:
malibu-blue / aquarius)
- `src/client/hud/layers/PlayerInfoOverlay.ts` (sky-700 / malibu-blue)
A grep confirmed these were the only `transition-[width]` usages in the
client.
## Testing
- `eslint --fix` / prettier ran clean via the pre-commit hook.
- CSS-only change; no sim/behavioral logic touched.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
Fixes#4284. When you build a factory in an area with **no pre-existing
factory** (e.g. just a city nearby), no rail ghost preview appeared —
even though building the factory *would* lay rail lines connecting it to
that city.
## Root cause
`computeGhostRailPaths` in `RailNetworkImpl.ts` had two factory-hostile
assumptions:
1. It bailed out early unless a `Factory` was already in range
(`hasUnitNearby(..., UnitType.Factory)`).
2. It only matched neighbors that were *already* train stations
(`findStation(...)` → skipped if null).
But a **Factory** always becomes a station itself and *promotes* nearby
City/Port/Factory into the rail network (see `FactoryExecution`). So it
needs no pre-existing factory, and its neighbors won't be stations yet
on first build. A **City/Port** only joins the network when a factory
already exists (`CityExecution`/`PortExecution`) — so their behavior is
correctly left unchanged.
## Fix
- Skip the "factory must be nearby" gate when the placed unit is itself
a `Factory`.
- For a factory build, pathfind to nearby City/Port/Factory even if they
aren't stations yet. City/Port keep connecting only to existing
stations.
## Tests
Added two cases to `RailNetwork.test.ts` (factory connects with no
pre-existing factory; city still doesn't without one). All 25 tests
pass.
## Note on scope
As @Katokoda noted on the issue, a fully build-exact preview
(neighboring structures also connecting to *each other*, merging
existing networks, etc.) is larger and order-dependent. This PR resolves
the reported bug — the initial factory now shows its rail ghost — and
leaves the exact-match cascade as a separate follow-up.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
Focusing the number field of a `toggle-input-card` (Game Timer / Gold
Multiplier / Starting Gold, in both the single-player and host-lobby
modals) cost several ms of layout/paint **every tick** for as long as
the field stayed focused.
## Root cause
The input was rendered **conditionally** — `${this.checked ?
html`…<input>…` : nothing}`. Enabling a toggle therefore **freshly
inserts** the `<input>` into the DOM, and **focusing a just-inserted
input** is what forced the per-frame layout/paint. An input that was
already present in the DOM doesn't do this.
## Fix
Keep the input **permanently mounted** and toggle a `hidden` class when
unchecked, instead of conditionally rendering it. Focusing it is then
always focusing an element that was already there. Because both modals
share `<toggle-input-card>`, this single change fixes both.
Also restores the **autofocus + select** of the field on enable (it had
been removed earlier while chasing this bug) — safe now that the input
isn't freshly inserted.
No other UX change: the toggle behavior, checkmark, styling, and all
three cards behave identically.
## Testing
Hard-reload, then in both the Solo and Host-lobby modals, enable each of
Game Timer / Gold Multiplier / Starting Gold, type a value, and keep the
field focused — smooth, no per-frame jank, and the field autofocuses on
enable.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Summary
Adds a **"Fallout effects"** toggle to the *Effects* section of the
graphics settings modal, letting players disable the nuclear fallout
visuals (useful for performance).
Fallout is rendered by two passes — the broiling green **bloom** on
irradiated territory and its additive **light** contribution in
day/night mode. The bloom pass was already gated by
`passEnabled.falloutBloom`, but the light pass had no gate. This adds a
`passEnabled.falloutLight` flag and a single user-facing
`passEnabled.fallout` graphics override that drives both together.
## Changes
- **`RenderSettings.ts` / `render-settings.json`** — new
`passEnabled.falloutLight` flag (default `true`).
- **`LightmapPass.ts`** — gate the fallout light pass behind
`passEnabled.falloutLight`.
- **`GraphicsOverrides.ts`** — add `fallout: z.boolean()` to the
`passEnabled` override group.
- **`RenderOverrides.ts`** — apply `passEnabled.fallout` to both
`falloutBloom` and `falloutLight`.
- **`GraphicsSettingsModal.ts`** — `currentFallout()` /
`onToggleFallout()` + a toggle button (mirrors the existing Special
Effects toggle).
- **`en.json`** — `graphics_setting.fallout_label` / `fallout_desc`.
## Testing
- `tsc --noEmit` passes; JSON files validated.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
In the structure render pass, when **classic icons** are enabled the
inner icon glyph is tinted with a *darkened version of the player's fill
color* (`uIconDarken = 0.3`). When a player's territory color is already
dark, both the structure shape and its glyph render dark, so the icon
blends into the shape and the dark territory behind it — making it
effectively unreadable.
(With non-classic icons the glyph is already the light `uIconColor`, so
only the classic path was affected.)
## Fix
In `structure.frag.glsl`, when classic icons are active, compute the
fill's perceptual luminance and flip the glyph to the light icon color
(`uIconColor`, white by default) when the fill is too dark:
```glsl
vec3 glyphColor = uIconColor;
if (uIconDarken > 0.0) {
float fillLum = dot(fillColor.rgb, vec3(0.299, 0.587, 0.114));
glyphColor = fillLum < 0.25 ? uIconColor : darken(fillColor.rgb, uIconDarken);
}
```
The non-classic path is unchanged. The change is contained to the shader
— no new uniforms or plumbing.
## Notes
- The `0.25` luminance threshold is hardcoded in the shader to keep the
change surgical. It could be promoted to a `render-settings.json` knob
if preferred.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Summary
Follow-up to #4255. That PR made nuke **sprites** glide per render frame
— `UnitPass.drawMissiles` lerps each nuke's `lastPos→pos` by wall-clock
progress through the current tick. But in ambient/night mode the glow
*behind* a nuke comes from a separate pass, `PointLightPass`, whose
instance buffer is packed once per tick in `updateLights()` from the raw
`unit.pos`. Its per-frame `draw()` (run every frame via `LightmapPass`)
only set uniforms and issued the instanced draw — it never repositioned
the lights. So the sprite moved at 60fps while its light jumped once per
100ms tick.
## Fix
Mirror `UnitPass`'s smoothing in `PointLightPass`:
- `updateLights()` records a `smoothSegs` tuple `(lightIdx, lastX,
lastY, x, y)` for each `SMOOTHED_NUKE_TYPES` unit whose `lastPos !==
pos`, and stamps `lastUnitsUpdateMs`.
- A new `applySmoothing()`, called at the top of `draw()`, lerps those
lights by wall-clock tick progress (`(now - lastUnitsUpdateMs) /
tickIntervalMs`, clamped to 1) and re-uploads **only** the affected
instances. Unlike `UnitPass` (which re-uploads its tiny missile buffer
wholesale), the light buffer can hold thousands of static structure
lights, so a full per-frame re-upload would be wasteful.
- `tickIntervalMs` comes from a new `config` constructor param, wired
through in `Renderer.ts` (the same `config` already passed to
`UnitPass`).
The light now uses the exact same `lastPos→pos` endpoints and alpha as
the sprite, so the two track together.
## Test plan
- `npx tsc --noEmit`, eslint, and prettier all clean.
- `npx vitest tests/client/render --run` — 40 passed.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Description:
When a nation attacked multiple bots via boat attacks in parallel, each
boat attack computed its troop allocation independently using
`player.troops() / 5` without subtracting `botAttackTroopsSent`. The
cumulative troop commitment could exceed the nation's actual troop
count, and when the queued `AttackExecution`s ran `init()`, they drained
the nation to zero.
Planetary Realignment found this bug by accident, here Russia has only
39 troops:
<img width="1189" height="654" alt="image"
src="https://github.com/user-attachments/assets/07b85e00-6734-4ddd-a16e-fe53309e0ef8"
/>
The land attack path already handled this correctly. The bug in
`sendBoatAttack` was introduced by #3786, which made nations see and
attack enemies across rivers via boats, and changed `attackBots()` from
`.neighbors()` to `.nearby()`.
So the bug was on prod for the entirety of v31.
This fix extracts the shared attack troop calculation (reserve,
bot-aware allocation, troopSendCap, isAttackTooWeak, emoji) into a new
`calculateAttackTroops` method, with a callback for the non-bot troop
default (land: `player.troops() - targetTroops`, boat: `player.troops()
/ 5`). Bot targets in both paths now go through the same reserve-aware
calculation.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Lower territory saturation, highlight thickness, and border darkening
to bring the rendered map closer to the v31 look.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
When you hover over a territory, it highlights with a band that is
`highlightThicken` (default **2**) tiles deep — the edge plus 2 interior
rings, computed via a Chebyshev expansion in `border-compute.frag.glsl`.
Starting a hover triggers a full border recompute, which paints the band
correctly. But while you keep hovering and tiles change owner (territory
growing/shrinking, combat at the front), only the cheap **incremental**
scatter path runs. `BorderScatterPass.pushWithNeighbors` repainted only
the changed tile **+ its 4 cardinal neighbors** (radius 1) — fine for
normal borders, but not for the highlight band. A changed tile affects
the thickening of *every* highlight-owner tile within `highlightThicken`
of it, and those interior tiles were never repainted, so the **inner
edge of the highlight band stayed stale** ("the inside border is not
getting updated"). This was a documented trade-off in the class comment.
## Fix
When a highlight is active, `pushWithNeighbors` now repaints a Chebyshev
**box of radius `highlightThicken`** around each changed tile (the box
subsumes the cardinal cross, so normal borders still update). With no
highlight active it stays on the cheap 5-point cross, preserving the
pass's O(dirty-tiles) scaling. The extra cost (~25 vs 5 points/tile at
default) only applies while actually hovering.
## Testing
Hover over a territory while it grows/shrinks (early-game expansion or a
war front) and confirm the inner edge of the highlight band now tracks
the moving border instead of lagging.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
Nuclear fallout was rendering on top of UI overlays (most visibly the
SAM launcher range circles), hiding them.
## Cause
In `renderOverlays()` (`src/client/render/gl/Renderer.ts`), the fallout
bloom pass was drawn near the end of the overlay sequence — after the
SAM radius, range circles, structures, bars, etc. — so it painted over
all of them.
## Fix
Moved `bloomPass.draw(...)` (fallout bloom) to draw right after the
ground units and before all UI overlays. Fallout is a
ground-contamination effect, so it now sits above the terrain/units but
below every UI overlay, which all render on top.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Summary
The in-game map background changed from gray (v31) to near-black after
the WebGL renderer rewrite. This restores the gray.
The renderer rewrite hardcoded the base-layer clear color to `(0.04,
0.04, 0.06)` in `drawBaseLayer` (`src/client/render/gl/Renderer.ts`).
v31 set the background via `PastelTheme.backgroundColor()`, which
returned `rgb(60,60,60)`. This change sets the clear color back to that
gray.
## Notes
- The old theme-based `backgroundColor()` system was removed in the
rewrite, so this hardcoded clear color is now the single source for the
map background.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
## Problem
Enabling **Starting Gold** (or **Game Timer** / **Gold Multiplier**) in
the single-player / host-lobby modal made the page spend several ms of
"Render" time **every frame** — for as long as the toggle stayed
enabled. Disabling the option made it stop.
## Root cause
Each `toggle-input-card`, on enable, auto-focused and selected its
number input so you could type immediately:
```ts
input.focus();
input.select();
```
A focused/selected editable inside the modal keeps the browser doing
layout/paint work every frame for as long as it stays focused. It
reproduces for any of the toggle-input cards because they all auto-focus
on enable, which is why Starting Gold, Game Timer, and Gold Multiplier
all triggered it.
> **Note on the earlier revision of this PR:** the first attempt passed
`{ preventScroll: true }` to `focus()`, on the theory that
scroll-into-view was the cause. It successfully stopped the scroll
(verified: modal scroll container `scrollTop 0 → 0`), but the per-frame
render cost remained. That ruled out scroll-into-view and proved the
focused editable itself — not the scroll — was the trigger.
## Fix
Remove the auto-focus entirely. Enabling a toggle no longer focuses its
number input, and the per-frame render cost is gone.
## Trade-off
You no longer get type-to-replace on enable — click the field before
typing the value. Worth it to eliminate the per-frame render.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
The debug render GUI's **"Reset to Defaults"** restored bare
`createRenderSettings()` defaults, wiping the user's graphics overrides
(colorblind theme, ocean color, lighting, name scaling, etc.) from the
live render settings. The per-prop right-click "reset to default" and
the modified-indicators had the same flaw — their captured defaults were
raw, ignoring overrides.
## Fix
Thread the existing `resolveRenderSettings` (`createRenderSettings()` +
`applyGraphicsOverrides()`) into the debug GUI as the defaults provider,
so reset restores the same settings the renderer was actually built
with.
- **`debug/index.ts`** — added a `resolveDefaults` param (defaults to
`createRenderSettings` to keep the module decoupled). The captured
`defaults` now include overrides, fixing the per-prop reset and modified
indicators too.
- **`debug/Wiring.ts`** — `wireActions` takes `resolveDefaults`; the
reset handler `deepAssign`s `resolveDefaults()` instead of
`createRenderSettings()`.
- **`ClientGameRunner.ts`** — passes `resolveRenderSettings` into
`createDebugGui`, and extracts a `refreshDerivedGraphics` helper
(terrain rebuild + re-theme/palette) from `onGraphicsChanged`, wired as
the GUI's `onSettingsChanged` so the reapplied terrain/colorblind
overrides become *visible* after reset (they're baked into GPU textures
and aren't picked up per-frame).
Side benefit: editing terrain/theme settings in the debug GUI now
refreshes those textures live too (that callback was previously never
wired).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Description:
**Allow Hard/Impossible nations to retaliate and expand freely**
Previously, nations on Hard/Impossible difficulty could be stuck unable
to fight back if their `troopSendCap` or `isAttackTooWeak` checks
blocked them from sending enough troops. **@legan320** on the main
discord noticed it. Now:
- `troopSendCap` raises the cap to at least the total incoming attack
troops, so nations can match the force being used against them
- `isAttackTooWeak` bypasses the 20% minimum check entirely when under
attack
- `troopSendCap` no longer applies when attacking Terra Nullius, so
nations can always expand into unowned land with full troops
All checks still apply normally for unprovoked attacks against other
players.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
The ember/particle flicker in the fallout effect was gated only by the
fallout bit, which is permanent on tiles that stay unowned. It also ramped
to full strength as the per-tile heat decayed to 0 and animated on the
global tick, so it kept flickering indefinitely after the blast had cooled —
visible both as the bloom dots and (more prominently) as the ambient ember
light when dynamic lighting is enabled.
Fade both with heat so they vanish along with the glow:
- extract.frag.glsl: bloom dots multiplied by the glow's opacity
- fallout-light.frag.glsl: ember light multiplied by heat
Heat decay timing is unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Description:
Add a search input field to the map picker section header, allowing
users to quickly filter maps by name.
- Place transparent search input on the right side of the "Maps" section
header
- Filter maps by translated name and map ID as the user types
- Hide Featured/All/Favourites tab buttons while search is active
- Show filtered results with a count heading, or a "no results" empty
state
- Clear button appears when search input has text
<img width="857" height="463" alt="Screenshot 2026-06-15 001415"
src="https://github.com/user-attachments/assets/35e1101a-177e-4923-bb1d-34eb683c6f80"
/>
No search results:
<img width="855" height="454" alt="Screenshot 2026-06-15 001433"
src="https://github.com/user-attachments/assets/bf27211d-5891-4739-a92f-0fc44b3c9c61"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
### Problem
PVP immunity (the extended spawn immunity setting) was incorrectly
preventing AI nations from attacking human players. The intent of PVP
immunity is to protect human-vs-human combat only, but nations were
subject to the same restriction.
### Root Cause
In `canAttackPlayer()`, only `PlayerType.Bot` was exempt from checking
target immunity. Nations fell through to the same path as humans, so
when a nation tried to attack an immune human, `player.isImmune()`
returned true and the attack was blocked.
### Fix
Changed the immunity bypass condition from `this.type() ===
PlayerType.Bot` to `this.type() !== PlayerType.Human`. Now only human
attackers check target immunity. Both bots and nations bypass it (they
only check alliance status).
This does not affect nation spawn immunity
(`nationSpawnImmunityDuration`), which is a separate mechanism that
protects newly spawned nations from all attackers and continues to work
independently.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Add support for opening clan details directly with `clan=<tag>`
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Problem
When placing a building near a railroad, the railroad glows green to
show the building would snap to it. This should only apply to **City**,
**Port**, and **Factory** — but missile silos, SAMs, and defense posts
(which cannot be placed on railroads) were also triggering the green
highlight.
## Root cause
The core's `overlappingRailroads()` populated snap tiles for *every*
buildable type. In v31 the green highlight didn't leak because the
client renderer (`RailroadLayer.ts`) gated it with a
`SNAPPABLE_STRUCTURES = [Port, City, Factory]` allowlist:
```ts
if (!SNAPPABLE_STRUCTURES.includes(this.uiState.ghostStructure)) return;
```
That guard was lost when the rendering was rewritten into the WebGL
`RailroadPass`, which now unconditionally highlights every tile in
`overlappingRailroads`. The data was always there; only the renderer's
filter was protecting it.
## Fix
Filter by unit type inside `overlappingRailroads()`, mirroring the
existing guard in `computeGhostRailPaths()`. This keeps the
snap-eligible type list defined once in the core (`RailNetworkImpl`) and
fixes the leak regardless of which renderer consumes the data — rather
than re-adding a client-side allowlist a future rewrite could drop
again.
## Tests
Updated `tests/core/game/RailNetwork.test.ts` for the new signature and
added a case asserting `MissileSilo`/`DefensePost`/`SAMLauncher` return
`[]` (and don't even query the rail grid). All 23 tests pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## What
Removes the binary **dark mode** feature and replaces it with a
player-adjustable **Lighting** section in graphics settings.
### In-game settings
- Removed the Dark Mode toggle from both `SettingsModal` and
`UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY`
from `UserSettings`.
### New Lighting section (Graphics Settings)
- **Ambient light** slider (1–3): mapped to the renderer's ambient as
`ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest
with the strongest structure glow.**
- **Light falloff** slider (1–3): writes straight to
`lighting.falloffPower`.
- Lighting auto-enables only when ambient < 1, so the default (slider at
1) has zero GPU cost — off by default.
### Removed dark-mode overrides
- Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in
`ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener.
- Removed the `.dark` HUD-class toggle in `Main.ts` and the
`userSettings.darkMode()` read in `PlayerIcons`.
### Train glow
- `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so
structures dominate the glow.
## Notes
- Removing the dark-mode setting also retires the HUD's Tailwind dark
theme (same setting). The dormant `dark:` CSS variants and unused
white-icon assets are left in place (out of scope).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
In alt-view, trade ships are colored by their owner's affiliation:
self green, ally yellow, enemy red. The FLAG_TRADE_FRIENDLY override
recolors an enemy ship red→yellow when it's heading to a self/allied
port. That flag was decided solely from the destination port's owner,
ignoring who owns the ship — so a captured trade ship (now owned by us,
heading to our port) got flagged yellow instead of keeping its green
affiliation color.
Gate FLAG_TRADE_FRIENDLY on the ship being enemy-owned, since self/allied
ships already render the correct color without the override. Also fixes
our own trade ships heading to an ally's port flipping green→yellow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Problem
Players reported having to turn the volume slider down to ~20% before
noticing any change in loudness.
The sliders fed their linear 0–1 position straight to Howler's
`volume()`, which is linear amplitude gain. Human loudness perception is
roughly logarithmic, so the top ~80% of the slider all sounds nearly
identical — the classic linear-fader problem.
## Fix
Square the slider position into a perceptual (audio-taper) gain inside
`SoundManager`. The stored setting and the displayed `%` remain the
intuitive linear slider position; only the gain handed to Howler is
curved.
| Slider | Old gain (linear) | New gain (x²) |
|--------|-------------------|---------------|
| 100% | 1.00 | 1.00 |
| 90% | 0.90 | 0.81 |
| 80% | 0.80 | 0.64 |
| 50% | 0.50 | 0.25 |
| 20% | 0.20 | 0.04 |
Lowering the slider from 100→80 now produces an audible drop instead of
nothing until ~20%.
## Notes
- Quadratic (x²) was chosen as a balanced, conservative taper. Cubic
(x³) would make the top-end drop-off even more immediate if preferred.
- Existing saved settings are unaffected; the same slider position will
simply sound slightly quieter, which is the intended correction.
## Tests
Updated `SoundManager.test.ts` to assert the curved gain and added a
dedicated test locking in the top-of-range behavior. All 18 tests pass.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>