Commit Graph

3238 Commits

Author SHA1 Message Date
Aotumuri 305c217a8b Merge branch 'main' into local-attack 2026-02-17 08:13:54 +09:00
FloPinguin 4c44da4940 Adjust styling for attack ratio popup and event display button (#3225)
## Description:

Before:

<img width="445" height="501" alt="Screenshot 2026-02-16 205903"
src="https://github.com/user-attachments/assets/3add2b1c-f108-4138-9066-ce16ce9fb76d"
/>

After:

<img width="484" height="515" alt="Screenshot 2026-02-16 210819"
src="https://github.com/user-attachments/assets/cb7ba559-535e-4e87-a4b2-4bf744b98e6e"
/>

## 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:

FloPinguin
2026-02-16 20:56:50 +00:00
FloPinguin eebe3a7dbc Enhance map loading 🔧 (#3219)
## Description:

While loading the main page we also load a lot of map manifests and
thumbnails.
On prod its especially extreme, because we don't have "featured maps"
there (186 json requests!).
With this PR we only load the files when the map display is in the
viewport.

On main.openfront.dev (main page load):

<img width="425" height="539" alt="image"
src="https://github.com/user-attachments/assets/156338d2-7a3f-4518-a726-cb3dec3df908"
/>

## 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:

FloPinguin
2026-02-16 11:45:16 -08:00
dependabot[bot] 68ff2773fc Bump qs from 6.14.1 to 6.14.2 in the npm_and_yarn group across 1 directory (#3204)
Bumps the npm_and_yarn group with 1 update in the / directory:
[qs](https://github.com/ljharb/qs).

Updates `qs` from 6.14.1 to 6.14.2
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/ljharb/qs/blob/main/CHANGELOG.md">qs's
changelog</a>.</em></p>
<blockquote>
<h2><strong>6.14.2</strong></h2>
<ul>
<li>[Fix] <code>parse</code>: mark overflow objects for indexed notation
exceeding <code>arrayLimit</code> (<a
href="https://redirect.github.com/ljharb/qs/issues/546">#546</a>)</li>
<li>[Fix] <code>arrayLimit</code> means max count, not max index, in
<code>combine</code>/<code>merge</code>/<code>parseArrayValue</code></li>
<li>[Fix] <code>parse</code>: throw on <code>arrayLimit</code> exceeded
with indexed notation when <code>throwOnLimitExceeded</code> is true (<a
href="https://redirect.github.com/ljharb/qs/issues/529">#529</a>)</li>
<li>[Fix] <code>parse</code>: enforce <code>arrayLimit</code> on
<code>comma</code>-parsed values</li>
<li>[Fix] <code>parse</code>: fix error message to reflect arrayLimit as
max index; remove extraneous comments (<a
href="https://redirect.github.com/ljharb/qs/issues/545">#545</a>)</li>
<li>[Robustness] avoid <code>.push</code>, use <code>void</code></li>
<li>[readme] document that <code>addQueryPrefix</code> does not add
<code>?</code> to empty output (<a
href="https://redirect.github.com/ljharb/qs/issues/418">#418</a>)</li>
<li>[readme] clarify <code>parseArrays</code> and
<code>arrayLimit</code> documentation (<a
href="https://redirect.github.com/ljharb/qs/issues/543">#543</a>)</li>
<li>[readme] replace runkit CI badge with shields.io check-runs
badge</li>
<li>[meta] fix changelog typo (<code>arrayLength</code> →
<code>arrayLimit</code>)</li>
<li>[actions] fix rebase workflow permissions</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/ljharb/qs/commit/bdcf0c7f82387c18ac8fabfccd2f440645cef47b"><code>bdcf0c7</code></a>
v6.14.2</li>
<li><a
href="https://github.com/ljharb/qs/commit/294db90c812ddbe7d7a35d5687c505fd21a2d6a2"><code>294db90</code></a>
[readme] document that <code>addQueryPrefix</code> does not add
<code>?</code> to empty output</li>
<li><a
href="https://github.com/ljharb/qs/commit/5c308e5516c270a78caa6f278465914090f91ec6"><code>5c308e5</code></a>
[readme] clarify <code>parseArrays</code> and <code>arrayLimit</code>
documentation</li>
<li><a
href="https://github.com/ljharb/qs/commit/6addf8cf738d529c54d91f6f3ffb6c1be91bbfdc"><code>6addf8c</code></a>
[Fix] <code>parse</code>: mark overflow objects for indexed notation
exceeding <code>arrayLimit</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/cfc108f662326d6ab540f3545ef0b832baf83cdf"><code>cfc108f</code></a>
[Fix] <code>arrayLimit</code> means max count, not max index, in
<code>combine</code>/<code>merge</code>/`pars...</li>
<li><a
href="https://github.com/ljharb/qs/commit/febb64442a80e49200211fa38d3c96b58024ac77"><code>febb644</code></a>
[Fix] <code>parse</code>: throw on <code>arrayLimit</code> exceeded with
indexed notation when `thr...</li>
<li><a
href="https://github.com/ljharb/qs/commit/f6a7abff1f13d644db9b05fe4f2c98ada6bf8482"><code>f6a7abf</code></a>
[Fix] <code>parse</code>: enforce <code>arrayLimit</code> on
<code>comma</code>-parsed values</li>
<li><a
href="https://github.com/ljharb/qs/commit/fbc5206c25b4d1851cea683f02c10756c521d15a"><code>fbc5206</code></a>
[Fix] <code>parse</code>: fix error message to reflect arrayLimit as max
index; remove e...</li>
<li><a
href="https://github.com/ljharb/qs/commit/1b9a8b4e78c6aff4c22fa559107227f02fd0216a"><code>1b9a8b4</code></a>
[actions] fix rebase workflow permissions</li>
<li><a
href="https://github.com/ljharb/qs/commit/2a35775614e0fb46ac8a3060201a32a7c23a7fda"><code>2a35775</code></a>
[meta] fix changelog typo (<code>arrayLength</code> →
<code>arrayLimit</code>)</li>
<li>Additional commits viewable in <a
href="https://github.com/ljharb/qs/compare/v6.14.1...v6.14.2">compare
view</a></li>
</ul>
</details>
<br />


[![Dependabot compatibility
score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=qs&package-manager=npm_and_yarn&previous-version=6.14.1&new-version=6.14.2)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

Dependabot will resolve any conflicts with this PR as long as you don't
alter it yourself. You can also trigger a rebase manually by commenting
`@dependabot rebase`.

[//]: # (dependabot-automerge-start)
[//]: # (dependabot-automerge-end)

---

<details>
<summary>Dependabot commands and options</summary>
<br />

You can trigger Dependabot actions by commenting on this PR:
- `@dependabot rebase` will rebase this PR
- `@dependabot recreate` will recreate this PR, overwriting any edits
that have been made to it
- `@dependabot show <dependency name> ignore conditions` will show all
of the ignore conditions of the specified dependency
- `@dependabot ignore <dependency name> major version` will close this
group update PR and stop Dependabot creating any more for the specific
dependency's major version (unless you unignore this specific
dependency's major version or upgrade to it yourself)
- `@dependabot ignore <dependency name> minor version` will close this
group update PR and stop Dependabot creating any more for the specific
dependency's minor version (unless you unignore this specific
dependency's minor version or upgrade to it yourself)
- `@dependabot ignore <dependency name>` will close this group update PR
and stop Dependabot creating any more for the specific dependency
(unless you unignore this specific dependency or upgrade to it yourself)
- `@dependabot unignore <dependency name>` will remove all of the ignore
conditions of the specified dependency
- `@dependabot unignore <dependency name> <ignore condition>` will
remove the ignore condition of the specified dependency and ignore
conditions
You can disable automated security fix PRs for this repo from the
[Security Alerts
page](https://github.com/openfrontio/OpenFrontIO/network/alerts).

</details>

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2026-02-16 11:32:16 -08:00
VariableVince 52012e321b Fix: npm run perf errors on Windows (#3192)
## Description:

Npm script 'perf' errors on Windows: "Error [ERR_MODULE_NOT_FOUND]:
Cannot find module '(XXX)\OpenFrontIO\tests\perf\*.ts'". It probably
worked fine on Linux or Mac, that i don't know. Replaced it with a file
that also runs all tests in the folder, which is then simply ran by the
script.

There are possibly better ways to address this but this just works.

## 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:

tryout33
2026-02-16 11:25:54 -08:00
VariableVince 5e2930075a Fix: console error stemming from WinModal (#3221)
## Description:

Fix console error triggered by this.game being undefined but WinModal
render() still tries to get this.game.myPlayer?.

There is no guard needed in tick() or show() (the latter only called by
tick). Because when this.game is undefined tick() won't be called
anyway.

![undefined in WinModal reading myPlayer in console at game
start](https://github.com/user-attachments/assets/0c399516-f6a1-418d-916b-2633413eb241)

![undefined in WinModal reading myPlayer in console at game start
B](https://github.com/user-attachments/assets/28986383-596a-4a64-bc26-b00f28828bb7)

## 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:

tryout33
2026-02-16 11:19:06 -08:00
FloPinguin 4e62114ea0 Improve nations 🤖 (#3206)
## Description:

- `AiAttackBehavior`: Because bots delete stolen structures now, nations
prioritize attacking bots with structures
- `NationMIRVBehavior`: Nations no longer MIRV enemies who already got
MIRVed in the last 30 seconds. Some humans complained about getting
double-MIRVed by nations. And in games with very high starting gold, ALL
nations MIRVed the same player (stop steamroll logic).
- `NationAllianceBehavior`: Fixes a comparison logic bug (Thanks to
Deshack)
- `NationNukeBehavior.ts`: Little atom bomb perceived cost balance
change
- `MIRVExecution`: To make sure the MIRVing nations are attacking the
MIRVed nations (even if they don't share a border), the relation gets
updated in both directions now.
- `SinglePlayerModal` & `HostLobbyModal`: Update the default difficulty
to "Medium" (to synchronize the defaults with the public game default)

## 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:

FloPinguin
2026-02-16 11:13:07 -08:00
Ryan 4bc168dffb make usernames linkable in news (#3200)
## Description:

make usernames linkable in news

now:
<img width="399" height="153" alt="image"
src="https://github.com/user-attachments/assets/39644fe2-9af1-4765-b839-9f8b5f9d0418"
/>


before:
<img width="409" height="82" alt="image"
src="https://github.com/user-attachments/assets/d7a1c37e-63cf-4417-ac61-c6db39a33851"
/>



## 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:

w.o.n

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-16 11:11:10 -08:00
Mattia Migliorini f362e47413 Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154

## Description:

#2716 introduced nuke cancellation logic on alliance acceptance via
`AllianceRequestReplyExecution`. The radial menu action, though, calls
`AllianceRequestExecution` instead, which accepts the alliance if a
request has already been made by the other player.

This PR moves the nuke cancellation logic to `GameImpl`, hooking into
the `acceptAllianceRequest` method, therefore accounting for every
alliance acceptance, regardless of the specific action that brought to
that.

## 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:

deshack_82603
2026-02-16 11:10:26 -08:00
FloPinguin d0bb3a016e "Catching up..." HeadsUpMessage 🏃‍♀️ (#3194)
## Description:

After an internet problem or page reload the game catches up, replaying
the ticks.

But especially new players might be confused what is happening. The game
runs fast???
And you can't easily tell when its finished catching up. You need to
spot when it stops running faster than usual.

So add a HeadsUpMessage to tell people what is happening.


https://github.com/user-attachments/assets/6fcdd85f-c58e-4549-89d0-5ba51df39339

## 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:

FloPinguin

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-16 11:08:11 -08:00
FloPinguin 086a7e9000 Improve mobile UI (#3217)
## Description:

### Leaderboard cut off

Previous:

<img width="285" height="255" alt="Screenshot 2026-02-15 171617"
src="https://github.com/user-attachments/assets/affb7559-3885-4cc3-bc1a-f653dcb13fb2"
/>

Now: 

<img width="302" height="299" alt="Screenshot 2026-02-15 171603"
src="https://github.com/user-attachments/assets/623fe424-d744-46f7-99aa-710b010c4084"
/>

### Attack ratio popup cut off

Previous:

<img width="276" height="806" alt="Screenshot 2026-02-15 171542"
src="https://github.com/user-attachments/assets/2ac0ec19-feea-465a-b04b-323a18309d4d"
/>

Now: 

<img width="278" height="807" alt="Screenshot 2026-02-15 171533"
src="https://github.com/user-attachments/assets/7e06aa96-04ba-4454-ba0e-cdaad74f79be"
/>

Also fixed this text overlap problem on boat retreat:

<img width="359" height="192" alt="Screenshot 2026-02-15 172603"
src="https://github.com/user-attachments/assets/e4cef05c-5dc3-4960-ab21-a2f0740e3380"
/>

## 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:

FloPinguin
2026-02-16 18:00:25 +00:00
Vivacious Box 040766d417 Add units filter on playeractions for performance (#3213)
## Description:

The ghost structure calls player actions each frame, which is costly
since it's checking for all possible actions.
This add a unit list filter in actions so if there are units it only
checks for buildability of those units.

Before:
![WhatsApp Image 2026-02-14 at 23 25
25](https://github.com/user-attachments/assets/beda6142-9dc7-4a9c-a702-cee3b6ea043c)
Player actions takes 20-30% of the worker

After:
<img width="825" height="342" alt="image"
src="https://github.com/user-attachments/assets/36e47547-5028-4dc9-bc42-e17df4a87200"
/>
Player actions takes 1-3% of the worker


Both performances are relevant only when a ghost structure is selected

## 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:

Mr. Box
2026-02-14 19:54:12 -08:00
FloPinguin 1e5db18885 Update 1v1 game configuration: Original format 🗡️ (#3209)
## Description:

This PR changes the ranked 1vs1 config to use the original format
(tournaments and openfront 1vs1 club):
https://discord.com/channels/1359946986937258015/1463178945108246757
(Reasoning in the discord thread)

But I still think we need a **1vs1 "party mode"**. With nations, ALL our
small maps, and sometimes compact maps. Maybe even sometimes with 5M
starting gold.
- Offering it to all 1vs1 players below a specific ELO count is probably
not the best idea: Some people will avoid getting too much ELO, others
will hate it until they have enough ELO.
- Offering another matchmaking queue might be an idea, but might cause
too much complexity (needs its own ELO system and its own leaderboard).
- A solution could be: Offer 1vs1 party games without ELO in the
upcoming new "special" rotation (Collect 20 players and put them into 10
games)

## 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:

FloPinguin
2026-02-14 19:49:45 -08:00
FloPinguin 0c7da790f1 Improve Ingame UI (#3212)
## Description:

- **Dynamic sidebar offset for top bars** - GameLeftSidebar,
GameRightSidebar, and PlayerInfoOverlay now shift down when SpawnTimer
and/or ImmunityTimer bars are visible (7px per bar). Implemented via
events.
- **Fixed text overflow** in HeadsUpMessage.ts (Random spawn message is
long)
- **Fixed inconsistent text sizing** in EventsDisplay 
- **Alliance icon horizontal** in PlayerInfoOverlay so the size of the
overlay doesn't change if there is an alliance
- **Nation relation coloring** - Nation player names are now colored
based on their relation
- **Background & Blur Unification**
- **Border Radius & Page Edge Gap Standardization**
- **EventsDisplay collapsed button:** Fixed badge hidden / inline-block
CSS conflict (conditional rendering), added gap-2 between text and badge
- **Right panel spacing:** Changed right container from sm:w-1/2 to
sm:flex-1 to fill remaining space
- **Leaderboard**: Rounded grid corners (rounded-lg overflow-hidden),
removed last-row border, added `willUpdate` for auto-refresh on
hide/show click, plus button styled to match toggle buttons
- Other little CSS fixes (margins etc)

Showcase:
(Note the red mexico name on betrayal)


https://github.com/user-attachments/assets/f0ed91de-3a07-4564-a209-3d7723edee55

Two progress bars at the top, mobile UI not cut off:


https://github.com/user-attachments/assets/83f1fd64-ceab-4a74-8d16-6e1eeea1709d

HeadsUpMessage text overflow fixed, SpawnTimer does not cut off the
PlayerInfoOverlay:

<img width="516" height="929" alt="Screenshot 2026-02-14 214410"
src="https://github.com/user-attachments/assets/74f0edea-8c01-4394-a3d0-a3245922e0da"
/>

Previous:

<img width="306" height="118" alt="Screenshot 2026-02-14 213705"
src="https://github.com/user-attachments/assets/a7c7e8f3-f0e8-4213-8a8f-4f3677e9fc98"
/>

Smaller event panel text:

<img width="594" height="975" alt="Screenshot 2026-02-14 215738"
src="https://github.com/user-attachments/assets/33e80570-9260-40b0-b810-c71eda4861fc"
/>

## 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:

FloPinguin
2026-02-14 19:48:43 -08:00
evanpelle 8e889fe857 Merge branch 'v29' 2026-02-14 12:14:19 -08:00
Evan 2e2e686699 have lobby schedule ffa, teams, & special game types (#3196)
## Description:

This implements the backend for multiple lobbies in preparation for
https://github.com/openfrontio/OpenFrontIO/pull/3191

The server now schedules & sends a map of game type (ffa, teams,
special) => public lobbies.

NOTE: this is just temporary, the lobby only shows ffa currently.

Have the Master scheduler schedule ffa, teams, & special games. 

## 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:

evan
2026-02-14 11:59:35 -08:00
gabigabogabu 6e557c52db Add Hawaii map (#3187)
## Description:
Add Hawaii as a new regional map. Features 9 nations across the Hawaiian
island chain (Niihau, Kauai, Oahu, Molokai, Lanai, Kahoolawe, Maui,
Kona, Hilo). ~~612K land tiles at 3920x2544~~ 408K land tiles at
3200x2076, terrain generated from real relief data with accurate
volcanic peaks and coastal lowlands. Playlist frequency: 4.

![Hawaii
thumbnail](https://raw.githubusercontent.com/gabigabogabu/OpenFrontIO/feature/hawaii-map/resources/maps/hawaii/thumbnail.webp)

## Checklist
- [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

Source:
https://commons.wikimedia.org/wiki/File:USA_Hawaii_relief_location_map.svg
Discord: gabigabogabu
2026-02-14 17:28:42 +00:00
Mattia Migliorini b74e5c84e0 Fix height of ToggleInputCard in Lobby Options (#3201)
## Description:

Fixes height of ToggleInputCard elements in order to force consistency,
i.e. same height of elements in the same row.

### Before:

<img width="762" height="581" alt="Screenshot 2026-02-13 at 17 34 57"
src="https://github.com/user-attachments/assets/23a31fbc-880e-428c-a03d-0b49e4de00dc"
/>


### After - Single Player:

<img width="756" height="792" alt="image"
src="https://github.com/user-attachments/assets/62eaaa34-97f7-40ff-9291-c31a820b826a"
/>


### After - Private Lobby:

<img width="758" height="792" alt="image"
src="https://github.com/user-attachments/assets/37b4d996-5d81-4f76-b95f-3e64707f180e"
/>


### Behavior when toggling the highest element on the row:


https://github.com/user-attachments/assets/6ff26902-2f3c-474f-8bde-0eddcacf9570


## 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:

deshack_82603
2026-02-13 20:02:25 -08:00
evanpelle a2a8035b1d require login before trialing a skin v0.29.16 2026-02-13 19:46:46 -08:00
evanpelle 712ce96794 Fix JWT refresh race condition causing unexpected logouts 2026-02-13 17:07:54 -08:00
SwayLE3 fc65571264 add the flag of Occitania (#3179)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

Add a flag : Occitania flag
<img width="1090" height="664" alt="image"
src="https://github.com/user-attachments/assets/6ad5eb7c-a8f1-4c61-995c-e4f0c6d71204"
/>

added the Occitania flag via the svg (same as the flags already in-game)
and added it to countries.json

## 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:

young_la_flame

---------

Co-authored-by: Jules <swayle3@Jules.local>
2026-02-13 08:47:42 -08:00
DevelopingTom a1b3afe534 Fix cluster deletion (#3185)
## Description:

When a train station is removed, the clusters are recomputed. However
the cluster recomputation code has not been changed from the original
rail network implementation, which was a tree.

The deletion code made assumptions that are not true anymore since we
introduced loops in the network. As a result the cluster recomputation
was very inefficient, although the data was correct.

Changes:
- Fix clusters computation when a structure is deleted

- Structures are frequently deleted in bulk: atom/hydro/MIRV.
Re-computing the clusters when a single structure is deleted would be
inefficient because the recomputed cluster would probably need to be
recomputed again in the same tick.
Instead, when a structure is deleted, flag the cluster as "dirty", and
recompute all the dirty clusters once per tick only.

Previous performances (hydro over a dense area):
<img width="700" height="160" alt="image"
src="https://github.com/user-attachments/assets/cd3ceb42-6d5f-4ad1-b35a-f8e5e0513821"
/>


Now:
<img width="450" height="269" alt="image"
src="https://github.com/user-attachments/assets/55dec3b9-8619-4a6c-9a16-f5368fe40da1"
/>

## 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:

IngloriousTom
2026-02-12 15:00:56 -08:00
Wawa cb6e97ed11 Add Leaderboard refresh time (#3190)
## Description:

I added a small refresh time text (see screenshots below).

> I play ranked a lot since it's been added and I just reached the top
100 (yay !!), I was wondering what was the refresh time so after I found
it in the code, I wanted to add a small text for easier understanding :)





<details>
  <summary><h2>Open Screenshots "players" here</h2></summary>

Before "players" :
<img width="622" height="645" alt="image"
src="https://github.com/user-attachments/assets/d3335954-8e16-4465-b09f-89d03defe643"
/>

After "players" :

<img width="628" height="637" alt="image"
src="https://github.com/user-attachments/assets/fd89df53-0942-4869-bfb5-9c7e7497af38"
/>

</details>


This can be edited as you want but I did not added the text in the
"clans" section.

I did not added any test in the tests files since this is a minor UI
improvement, but I can if needed, And I do tested everything locally
myself to take the screenshots :)

## 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:

@noleet
2026-02-12 14:58:17 -08:00
Aotumuri 01ce701562 Merge branch 'main' into local-attack 2026-02-13 05:39:13 +09:00
VariableVince 07e13b3479 Fix: remove alliances on death (#3168)
## Description:

- Remove alliances on death: after death, alliances would stay active
including countdown timers and (when dead player kept spectating) icons.
Now remove them when player becomes inActive.

- Moved code to private method within PlayerExecution + added comments
in NationExecution and BotExecution for more clarity as to where
removals are performed from at death

- Remove renewal request from Events Display when Alliance doesn't exist
anymore (after death or otherwise).

- Also cleanup this.alliancesCheckedAt when alliance doesn't exist
anymore. Before, old/broken alliance id's would accumulate in it during
a game.

- Removed now-redundant isAlive check in EventsDisplay. Both the
alliances array as the isAlive are updated in the same tick from
PlayerUpdates so now alliance is removed from alliances array on player
death, the other.isAlive() check is no longer needed. Of course we could
keep it in just to be very safe, so just let me know when you're
doubtful about this.

- Attack.test.ts: fix failing test. Player B dies because of the attack,
meaning the alliance now gets removed. Prevent this by gving both a
different, adjecent, starting tile. And to be more clear about what is
needed for the test to pass, add isAlive check for both of them after
the attacks.

## 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:

tryout33
2026-02-12 11:01:08 -08:00
FloPinguin 6cc0ef7d14 Add PVP immunity to 5M starting gold modifier games 🔧 (#3180)
## Description:

Adds 30 seconds of PVP immunity to 5M starting gold modifier games.
So you cannot insta-nuke other players.

Because I'm sure people would be confused "I cannot attack!!!!" I added
a HeadsUpMessage which informs about the PVP immunity.
We already have a ImmunityTimer progress bar but I don't think its
enough.

<img width="1270" height="745" alt="image"
src="https://github.com/user-attachments/assets/0ee23dc4-1c7b-4d62-8b3d-8de214f03c2b"
/>

I had a second count in the HeadsUpMessage (seconds until PVP immunity
is over) but it felt too busy. So I removed it. You can tell when PVP
immunity is over by looking at the progress bar.

## 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:

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-02-12 10:57:18 -08:00
Ryan f8c14398c8 UI Extraction Host/Solo Modal (#3181)
## Description:

UI Extraction Host/Solo Modal
- Made all buttons do the same "press" feel (options/settings/random
map) are now the same as the map button.
- Also fixed a bug where you could "drag" the map image off the button.

## 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:

w.o.n
2026-02-12 10:41:14 -08:00
Evan 97d0a05d58 Rewarded videos ads to test a skin (#3120)
## Description:

Added rewarded video ads for skin trials via Playwire's
manuallyCreateRewardUi API. Users can now click "Try me" to watch a
video ad and receive a temporary skin trial. Upon completion a temporary
flare is granted to the player so they have ~5 minutes to use the skin.

added getPlayerCosmeticsRefs and getPlayerCosmetics to Cosmetics.ts to
centralize cosmetic retrieval & validation.

<img width="801" height="534" alt="Screenshot 2026-02-10 at 7 58 14 PM"
src="https://github.com/user-attachments/assets/51cc378c-2feb-4692-8cf2-20ee54cea3b8"
/>

## 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:

evan
v0.29.15
2026-02-11 20:52:48 -08:00
Ryan bd96bcca0d ICU validation (#3183)
## Description:

not sure if this should be approved or not?

## 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:

w.o.n
2026-02-11 14:42:59 -08:00
FloPinguin eb6b2a9948 Rebalance nation difficulty 📊 More oriented towards beginners now (#3184)
## Description:

**3 problems:**

* Nation difficulty steps in `DefaultConfig` don't look good (max
troops: 0.5 → 1 → 1.125 → 1.25).
* We previously reduced the difficulty of easy nations for singleplayer,
but now they are too easy for public FFAs.
* In Discord we discussed HvN difficulty and concluded that a 50% human
win rate (my previous target) is too low; nations should be easier.

This PR addresses all of them:

* Difficulty steps in `DefaultConfig` are now cleaner (max troops: 0.5 →
0.75 → 1 → 1.25).
* Nation difficulty in public-game FFAs is restored to *medium* (0.75
max troops - still weaker than humans, but not too weak).
* HvN difficulty (medium) is now easier.

Regarding singleplayer:
These rebalances make nation difficulties more beginner-friendly, while
experts still have their challenge at *Impossible*.


## 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:

FloPinguin
2026-02-11 14:42:26 -08:00
Aotumuri 4eeec9f6bd Merge branch 'main' into local-attack 2026-02-11 18:32:27 +09:00
FloPinguin c44130cf32 New map! "Traders Dream" 🏝️ (#3177)
## Description:

A redditor posted this, got quite a few upvotes

<img width="753" height="667" alt="image"
src="https://github.com/user-attachments/assets/9cd6664f-6afa-428a-b85e-4c335dbe1699"
/>


https://www.reddit.com/r/Openfront/comments/1qlrqro/these_maps_are_so_fun_i_want_more/

So I thought why not make another one, this time a bit focused on
traders (tiny islands to trademaxx)
And two big islands (about 50% of the map land tiles). So its big
islands vs small islands.

<img width="1098" height="959" alt="Screenshot 2026-02-10 231024"
src="https://github.com/user-attachments/assets/32368223-bef4-4ba1-a203-29d9afd5b762"
/>

13 nations :)
2200 × 1920

## 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:

FloPinguin
2026-02-10 16:33:09 -08:00
scamiv 12733900a4 test(i18n): validate ICU syntax across all translation files (#3170)
## Description:

This PR adds a translation validation test to catch malformed ICU
message syntax during test runs instead of only at runtime.

## What changed
- Added `tests/LangIcuMessages.test.ts`.
- The test scans all `resources/lang/*.json` files (excluding
`metadata.json`).
- It flattens nested translation objects into dot-keys.
- It validates each translation string by compiling it with
`IntlMessageFormat`.
- It fails with explicit `file:key` errors for:
  - Invalid ICU syntax
  - Invalid translation value types (non-string leaves)

## Why
Today malformed translation strings only surface as console warnings at
runtime. This test moves detection into CI/test execution, giving fast
and deterministic feedback.

## How to run
```bash
npx vitest run tests/LangIcuMessages.test.ts
```

## Notes
The new test currently surfaces existing malformed ICU strings (not
introduced by this PR), especially `send_troops_modal.slider_tooltip`,
`send_troops_modal.capacity_note`, and `send_gold_modal.slider_tooltip`
in multiple locale files.


## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] 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:

DISCORD_USERNAME
2026-02-10 16:31:50 -08:00
scamiv 1b08b51f11 fix(i18n): correct ICU placeholders in en send resource messages (#3171)
## Description:

fix en.json 


## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] 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:

DISCORD_USERNAME

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-10 15:11:06 -08:00
FloPinguin d80b2d2bb9 Help youtube video loads without even having the help modal open (#3169)
## Description:

Title

## 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:

FloPinguin
2026-02-09 21:09:06 -08:00
FloPinguin fce8b0cd1d Help youtube video loads without even having the help modal open (#3169)
## Description:

Title

## 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:

FloPinguin
2026-02-09 21:08:51 -08:00
Evan 79330af2b2 attack panel (#3114)
Relates #2260

## Description:

Move outgoing & incoming boat & land attacks to a new "AttacksDisplay"
layer that sits on top of the ControlPanel. The idea is to break up
EventsDisplay so it's easier to find information. It's also more mobile
friendly.

It still needs more styling, but this just a first pass.

<img width="356" height="199" alt="Screenshot 2026-02-09 at 4 44 38 PM"
src="https://github.com/user-attachments/assets/c8e32972-be3b-469b-b7c7-982197c1d572"
/>

<img width="750" height="436" alt="Screenshot 2026-02-09 at 4 44 18 PM"
src="https://github.com/user-attachments/assets/5359459b-015e-432f-81bf-1561cc64babe"
/>

<img width="537" height="537" alt="Screenshot 2026-02-09 at 4 43 33 PM"
src="https://github.com/user-attachments/assets/edc7a07e-3589-4107-b017-38e00768c5cf"
/>

<img width="487" height="283" alt="Screenshot 2026-02-09 at 4 44 05 PM"
src="https://github.com/user-attachments/assets/1a3886c7-57e3-4247-92c5-3a13876c2a71"
/>

## 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:

evan
2026-02-09 21:06:08 -08:00
Evan 900cc89067 Better username censoring (#3122)
## Description:

Many inapropriate names bypass the current filter. This PR does the
following:

1. Moves name censoring to server side so inappropriate names are
scrubbed before being sent to the client
2. Requests a list of profane words from the api, this allows us to
quickly add new profane words in the admin panel without having to
redeploy.

## 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:

evan
2026-02-09 21:05:59 -08:00
FloPinguin f7da20ddfd Nation build order improvements + Nation structure upgrading 🏠 (#3152)
Resolves #2997

## Description:

### New stuff

- Nations can upgrade structures now. They do it if they have too many
structures compared to their territory size
- They prefer to upgrade stuff thats protected by SAMs (based on
difficulty)
- Updated the build order, it also depends a bit on the difficulty now
(easy nations build less SAMs)
- Nations can handle extreme amounts of gold now. 500M starting gold? no
problem. Previously they only built cities
- They stop saving up for MIRV if they can afford it (in some old Enzo
"impossible difficulty experiment" videos you could see nations with
like 300M gold...)
- The save-up-target changes when bombs / hydros / MIRVs are disabled
- Added many checks for disabled units. For example: Don't build SAMs
when missile silos are disabled, focus on factories when ports are
disabled
- Updated the `structureSpawnTileValue` method, SAM-placement depends a
bit on the difficulty now

### Refactor

- Moved all structure related nation code into
`NationStructureBehavior.ts`
- Split up the good old `structureSpawnTileValue` method to make it more
readable
- Cleaned up NationExecution a bit

### A screenshot

<img width="1681" height="755" alt="Screenshot 2026-02-08 001108"
src="https://github.com/user-attachments/assets/c9b3df01-41ca-4c68-b450-b20e7d7d910a"
/>

## 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:

FloPinguin
2026-02-09 16:18:13 -08:00
Ryan ebdd1a5664 sam missile immunity (#3167)
## Description:

added sam missile immunity (was missing from the immunity list)

## 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:

w.o.n
2026-02-09 16:10:11 -08:00
Ryan e93cab3392 sam missile immunity (#3167)
## Description:

added sam missile immunity (was missing from the immunity list)

## 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:

w.o.n
2026-02-09 16:09:48 -08:00
FloPinguin c212735f09 Orange betrayal button for no-debuff-betrayals 🖌️ (#3161)
Resolves #1276

## Description:

Orange betrayal button if the player is a traitor or disconnected.
So people can easier tell that this is a betrayal without consequences.
The color changes back to red without reopening the menu (live) when the
traitor debuff ends or the player reconnects.

<img width="268" height="257" alt="image"
src="https://github.com/user-attachments/assets/276e91ce-e49d-474c-afaa-ffa18d45a2c7"
/>

## 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:

FloPinguin

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-09 23:23:20 +00:00
Vivacious Box 3cd4ffff0c Fix railroads dead pixels (#3166)
## Description:

Fix railroads coordinates to remove dead pixels
<img width="281" height="248" alt="image"
src="https://github.com/user-attachments/assets/dca6a954-c28f-44c0-8a5e-a7ad147f5dd2"
/>


## 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:

Mr. Box
2026-02-09 15:07:50 -08:00
DevelopingTom c6c793f6b3 Highlight hovering railroad (#3156)
## Description:


![rail_snap](https://github.com/user-attachments/assets/1dc66dc8-5df8-4826-8a8e-521d72a1f8aa)

The `RailroadLayer` simply displays tiles as instructed by the core
worker. While it's practical for the layer to only care about the tiles,
it also means it has no understanding of railroads as entities (their
paths, connections, or identities).

It also means that the core worker is responsible for rendering tasks
such as tile orientation and construction animation, which is not
expected.

To support ID-based events and better separation of concerns, the
rendering layer needs to be aware of complete railroads. With this
change, the core worker can send the tiles once and subsequently
reference railroads only by ID for all other events.

#### Changes:
- `RailroadLayer` now stores full railroad data instead of only
individual tiles
- `RailroadLayer` is responsible for animating newly built railroads
- Add a new `RailroadSnapUpdate` sent when a new structure is built over
an existing railroad. This event is used by `RailroadLayer` to keep
railroad ID in sync.

- When hovering over a railroad, the render worker is querying the core
worker about overlapping railroads.
Alternatively, RailroadLayer could compute overlaps itself now that it
has full railroad knowledge, but this logic would need to be duplicated
and kept in sync across workers. Keeping a single source of truth in the
core worker is preferred.


#### Edgecases:
- When a structure snaps over a railroad, the original railroad is split
into two new railroads. If the construction animation is still in
progress, instead of resuming the animation at the correct point on the
new railroads, all remaining tiles are rendered immediately
- Previously, `RailroadUpdate` handled both construction and
destruction. This no longer works with `RailroadSnapUpdate`, as event
ordering is now pretty important and IDs may be lost before they are
consumed.
To address this, RailroadUpdate is split in two:
`RailroadConstructionUpdate` and `RailroadDestructionUpdate`.


## 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:

IngloriousTom

---------

Co-authored-by: jrouillard <jon@rouillard.org>
2026-02-09 13:37:27 -08:00
VariableVince cceb7bd0fc Fix: can't boat into AFK ally from radial menu (#3165)
## Description:

Fixes issue where you can't boat into an AFK/disconnected ally from the
radial menu:
https://www.youtube.com/clip/UgkxRXy2Y9BrmCiQRSFJnhVFanR5NRsG9pzu

## 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:

tryout33
2026-02-09 13:01:35 -08:00
VariableVince 742cbf90f3 Fix: can't boat into AFK ally from radial menu (#3165)
## Description:

Fixes issue where you can't boat into an AFK/disconnected ally from the
radial menu:
https://www.youtube.com/clip/UgkxRXy2Y9BrmCiQRSFJnhVFanR5NRsG9pzu

## 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:

tryout33
2026-02-09 13:00:51 -08:00
evanpelle f051bd8a1b Merge branch 'v29' 2026-02-09 12:54:34 -08:00
Ryan 8dcc7cfb9a Fix client reconnection after page refresh (#3117)
## Description:

- Removed all code related to generating a client ID on the client. The
server now assigns the client ID and sends it to the client in lobby
messages.

## 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:

w.o.n
2026-02-09 01:10:11 +00:00
Ryan e7676b4260 check if translations are being used in the code (en.json test) (#3158)
## Description:

Test if translation is being used from en.json test with a small bugfix
for a regression that happened in an old pr
## 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:

w.o.n
2026-02-08 22:21:50 +00:00
rubenperezrial 1ef0cf28a1 feat: improve team colors with LCH color space (#3146)
## Summary

Refactor `generateTeamColors()` to use LCH (Lightness-Chroma-Hue) color
space instead of HSL for perceptually uniform team color variations.

## Changes

- **`Colors.ts`**: Rewrite `generateTeamColors()` to use LCH color space
- Golden angle hue distribution clamped to ±12° to preserve team
identity
- Chroma oscillates ±10% around the base to add variety without washing
out
- Lightness alternates ±18 around the base to keep teammates
recognizable

## Why LCH?

LCH is a perceptually uniform color space, meaning equal numeric
differences correspond to equal perceived differences. This produces
team color variations that look more consistent and distinguishable
compared to HSL-based generation.

## Notes

- The "skip ally attack confirmation" feature that was previously in
this PR has been split into a separate PR as requested by @evanpelle.
2026-02-07 19:56:06 -08:00