## Description:
The README referenced `resources/images/OpenFrontLogo.svg` and
`resources/images/OpenFrontLogoDark.svg`, but those files do not exist
at that path. The actual logo SVGs live under `proprietary/images/`.
Updated all three `<picture>` element references to point to the correct
directory so the logo renders properly on GitHub.
## 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
## Description:
ArchipelagoSea is a very "special" map with the extreme amount of tiny
islands, and the map maker said "could there be a way to make
Archipelago Sea have 5M or 25M starters more often? I feel like the map
is too unorthodox to be played in normal settings"
So lets restrict it to the special rotation, like arcade maps. People
expect crazy-stupid games there.
## 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
## Description:
<img width="276" height="178" alt="Screenshot 2026-04-29 at 4 18 23 PM"
src="https://github.com/user-attachments/assets/ed2d0416-00c2-4d55-8ee1-d7804b6276ab"
/>
## 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
updates wording to "Public Player ID"
## Description:
Describe the PR.
## Please complete the following:
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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
## Description:
Replaces the HTTP POST /api/start_game/:id endpoint with a WebSocket
intent, making private game start consistent with how kick_player and
update_game_config already work. Also verifies that only the lobby
creator can start a game.
## 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
## Description:
Nations preform poorly on large water maps, these changes aims to
improve how they handle and react to water combat.
Adding the ability for hard and impossible nations to retaliate against
incoming transport ships.
Adding the ability for ships to be moved if the nation is not able to
build a new ship.
## 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:
babyboucher
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
## Description:
Change inspired by Territorial.io . Renames the Mediterranean sea map to
Mare Nostrum, the ancient name of the sea given by the Romans. The NPCs
of the map are already roman provinces, so this change is more thematic
and also adds a creative name like "Gateway to the Atlantic" and
"Between Two Seas"
## 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:
tri.star1011
## Description:
Cross-origin CSS-mask icons were failing on Chrome and Safari because
mask: url(...) triggers a CORS-mode fetch (unlike plain <img>), and
stale browser caches without ACAO break per-user. Instead change the
svgs with the appropriate colors so we don't need to mask them
## 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
## Description:
In this example, the two nations DONT see each other as neighbors, but
as ISLANDERS. Because they dont have a direct border connection, there
is water in between.
<img width="526" height="329" alt="image"
src="https://github.com/user-attachments/assets/cf2c15b5-7793-4445-afd2-920d6cd50a2a"
/>
This is a big problem, because most of the logic in AiAttackBehavior
gets ignored. Only the "islander" strategy runs (late, because its a
not-important strat).
### Summary
- `PlayerImpl.neighbors()` now includes cross-water neighbors: a new
`shoreReachableNeighbors()` helper samples every 10th shore border tile
and looks up to 5 tiles in each cardinal direction across water, finding
land owners on the other side (covers rivers up to 4 tiles wide).
- `AiAttackBehavior.maybeAttack()` extends the `hasNonNukedTerraNullius`
check to also trigger on TN detected via `player.neighbors()`, so
nations notice and pursue TN that is only reachable across a river.
- `sendAttack()` uses a new `hasLandBorderWithTerraNullius()` land-only
adjacency check to decide between a land attack and a boat attack for
TN, rather than `sharesBorderWith()` which includes water tiles.
- Added `sendBoatAttackToNearbyTerraNullius()`: when no TN land is
directly adjacent, the AI scans its shore border tiles for unowned land
across water and dispatches a transport ship.
### Also works for Tribes!
Tribes can boat rivers now, really cool.
https://github.com/user-attachments/assets/382e85aa-c437-4e0c-afc2-0c381432da3d
## 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
## Description:
- Nations on Easy no longer betray human allies
- Nations on Easy now attack humans only 25% of the time (down from 50%)
- Increased Easy reaction tick range (65-100, up from 65-80) so nations
respond more slowly
- Raised MIRV steamroll-stop thresholds on Easy (city gap multiplier 1.5
-> 2, min leader cities 15 -> 20) and slightly tuned Medium/Hard
thresholds
## 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
Resolves#3755
## Description:
The game ID in the history details panel was displayed as plain
unselectable text, making it difficult to copy.
Replaced the static text div with the existing <copy-button>
component in compact mode, which allows users to click the game ID
to copy it to clipboard instantly.
No screenshot provided — feature requires a logged-in account to access
game history. The change replaces a static text div with the existing
<copy-button compact> component on line 118 of GameList.ts.
## 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
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Description:
StructureLayer.loadIcon and StructureDrawingUtils.loadIcon hand-roll new
Image() and feed the result into a canvas. With assets now served from a
cross-origin CDN, the default no-cors fetch tainted the canvas, and
WebGL's texImage2D rejected the upload `Uncaught SecurityError: Tainted
canvases may not be loaded`. Setting crossOrigin = "anonymous" before
src switches to a CORS-checked fetch (R2 already returns ACAO), so the
canvas stays clean and the texture upload succeeds.
Other new Image() and <img> sites in the codebase don't need the change
— they're either DOM-only or read naturalWidth/naturalHeight only.
## 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
## Description:
Add Map - Los Angeles (With Roads)
Whats NY without LA? What is LA without its roads? Here is a larger map
where I have turned LAs road network into rivers. Nations named to areas
of the city or surrounding area. Map geo data is from OpenTopography. I
stenciled the highways from screenshots of online maps and some artistic
choice.
https://discord.com/channels/1284581928254701718/1482605671697613081/1482605671697613081https://www.youtube.com/watch?v=6td9wiQKE9s
## 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
##Discord username
PlaysBadly
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
The motivation behind this PR is to standardize colors & icons for
incoming and outgoing attacks. Outgoing attacks are always aquarious and
incoming are red. This also makes it much easier to see which attacks
are incoming vs outgoing at a glance, as previously the color changed
depending on attack effictiveness. Instead, show a small bar on the left
side that displays attack effectiveness.
<img width="498" height="456" alt="Screenshot 2026-04-27 at 12 58 53 PM"
src="https://github.com/user-attachments/assets/ea6928b3-5dfa-47fa-84d2-63e1e81ef6a4"
/>
Updates the in-game attack labels to match AttacksDisplay: a single
soldier icon recolored via CSS filters, aquarius for outgoing and
red-400 for incoming. Color is now purely directional — the previous
attacker-vs-defender comparison (and the troopAttackColor /
troopDefenceColor helpers that drove it) is gone, along with the
defenderTroops plumbing.
Also adds zoom-aware sizing via a new computeLabelScale(zoom) (full
screen size when zoomed in, linear shrink with a floor so labels never
disappear), bumps font/padding/snap-jump threshold for readability, and
moves immutable per-label DOM writes (icon src/filter, color) into
element creation so the per-tick path only updates the troop count.
Also fixes a bug where the labels kept swapping when 2 clusters where
similar size
## 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
## Description:
Add an optional CDN_BASE env var that prefixes hashed asset URLs from
asset-manifest.json, so the app can serve static assets from R2/CDN
instead of the app origin. The value is determined at runtime via the
EJS template (window.CDN_BASE) — empty string means "same origin,"
matching today's behavior.
A hack to load the worker bundle:
A same-origin Blob script that dynamic-import()s the cross-origin worker
module and buffers early postMessage calls until the imported module's
handler attaches, sidestepping the browser's refusal to construct a
Worker directly from a cross-origin URL.
## 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
Resolves#3590
## Description:
The spawnHighlight() function in TerritoryLayer.ts was using `=== 0`
as the condition to return early, which caused the spawn highlight to
render on 4 out of every 5 frames instead of the intended 1 out of 5.
Changed `=== 0` to `!== 0` so the function skips rendering on 4/5
frames, improving performance especially on large maps.
## 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
- [x ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Description:
`deleteAllStructures` did not check for `isMarkedForDeletion`, not very
clean. Now its clean.
Also rename to `deleteNextStructure` because its not possible to delete
more than 1 structure at a time.
## 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
## Description:
- Hard / Impossible nations in team games auto-stop trading with all
enemies
- If there are a LOT of nations on the map (Enzo stream with 400 nation
HvN private games) they no longer start with a city, they start with eco
(port / factory) because they cannot gain much gold from bot-killing
- Impossible nations built way too many missile silos sometimes, caused
by the SAM overwhelming logic. Fixed now.
- In public HvN games with 5M starting gold, nations placed their
structures way too fast, which slowed down their expansion. And humans
could easily cause a lot of damage with one atom bomb. Now their first
structure is a SAM (on hard / impossible) and they wait between their
earlygame structure placements.
- Nations now spread out their port placements more evenly
- Nations are now able to attack much stronger enemies in team games
(They can expect donations)
- Improve performance a bit by adding more early-returns (Dont run any
nuking logic if nukes are disabled, no alliance logic if alliances are
disabled, no boating logic if transport boats are disabled, ...)
- Fix some of the "cannot send troops" messages in the console
(DonateTroopExecution)
- Nations build their first missile silo sooner, they should also build
more SAMs
- Nations spend their gold better after reaching the save-up-target
(previously they stopped nuking)
- Optimized save-up-targets for team games
- The richest impossible nation is nuking very dense players now (lot of
structure levels on a small island)
### How does a 5M gold HvN start look like now?
https://github.com/user-attachments/assets/e9da89c3-c0d4-4144-a741-3101746b16da
## 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
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)
## Description:
Part 2/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).
This PR adds port-based healing and docking behavior:
- Passive healing near friendly ports
- Active docked healing pool scaled by port level and shared across
docked ships
- Docking radius and capacity-by-port-level behavior
- Waiting behavior near full ports until a slot opens
- Auto-undock once fully healed
For the active healing, it works like `ActiveHeal = (PortLevel * 5) /
DockedShipsAtThatPort`
Ex:
1 ship at level 1 port -> +5 HP/tick
1 ship at level 2 port → +10 HP/tick
2 ships at level 3 port → +7.5 HP/tick each
Includes regression tests covering healing math and docking/waiting
behavior.
## Please complete the following:
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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:
zixer._
## Description:
Small server-side data handling adjustment with focused archive
coverage.
## 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
Please put your Discord username so you can be contacted if a bug or
regression is found:
apick
## Description:
## Summary
Include Vite's bundle output (`vendor-*`, `index-*`, workers, CSS under
`static/assets/`) in the asset manifest so the R2 deploy upload covers
them alongside hashed source assets. Move the manifest from
`static/_assets/asset-manifest.json` to `static/asset-manifest.json`
since it now describes both trees, and update `update.sh` to extract the
whole `static/` tree.
## 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
## Description:
It first sends the manifest to the worker to get a list of missing
files, then for each missing file it uploads them to r2 via cf worker.
This PR also has us write out the manifest in plan json instead of an
mjs file. This makes it easier for the shell script to parse
## Please complete the following:
- [x] 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:
evan
## Description:
Adds map of the Baja California peninsula in Mexico. Majority of this
map is brown terrain to simulate the (Sonora) desert
Mexican and American states as NPCs. The peninsula while having little
landmass is balanced by the fact it will be very easy to pirate from it
<img width="503" height="583" alt="Captura de pantalla 2026-04-18
151337"
src="https://github.com/user-attachments/assets/b1acd93a-fbe4-4d17-95b6-5f4c86ec872f"
/>
Relief data from OpenTopography, already credited
## 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:
tri.star1011
## Description:
We have brand colors:
<img width="738" height="900" alt="Screenshot 2026-04-25 at 12 52 29 PM"
src="https://github.com/user-attachments/assets/aac69e87-91f2-4c3f-9f1e-f69f48f5943e"
/>
So update the homepage & in-game UI to use those colors:
<img width="1185" height="946" alt="Screenshot 2026-04-25 at 12 51
06 PM"
src="https://github.com/user-attachments/assets/89a0b12c-2db1-43d4-9500-fcf405c0f7ff"
/>
Also updated buttons to use the o-button element
## 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
Bumps the npm_and_yarn group with 2 updates in the / directory:
[fast-xml-parser](https://github.com/NaturalIntelligence/fast-xml-parser)
and [postcss](https://github.com/postcss/postcss).
Updates `fast-xml-parser` from 5.5.8 to 5.7.1
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/NaturalIntelligence/fast-xml-parser/releases">fast-xml-parser's
releases</a>.</em></p>
<blockquote>
<h2>upgrade <code>@nodable/entities</code> and FXB</h2>
<ul>
<li>Use <code>@nodable/entities</code> v2.1.0
<ul>
<li>breaking changes
<ul>
<li>single entity scan. You're not allowed to use entity value to form
another entity name.</li>
<li>you cant add numeric external entity</li>
<li>entity error message when expantion limit is crossed might
change</li>
</ul>
</li>
<li>typings are updated for new options related to process entity</li>
<li>please follow documentation of <code>@nodable/entities</code> for
more detail.</li>
<li>performance
<ul>
<li>if processEntities is false, then there should not be impact on
performance.</li>
<li>if processEntities is true, but you dont pass entity decoder
separately then performance may degrade by approx 8-10%</li>
<li>if processEntities is true, and you pass entity decoder separately
<ul>
<li>if no entity then performance should be same as before</li>
<li>if there are entities then performance should be increased from past
versions</li>
</ul>
</li>
</ul>
</li>
<li>ignoreAttributes is not required to be set to set xml version for
NCR entity value</li>
</ul>
</li>
<li>update 'fast-xml-builder' to sanitize malicious CDATA and comment's
content</li>
</ul>
<h2>use <code>@nodable/entities</code> to replace entities</h2>
<ul>
<li>No API change</li>
<li>No change in performance for basic usage</li>
<li>No typing change</li>
<li>No config change</li>
<li>new dependency</li>
<li>breaking: error messages for entities might have been changed.</li>
<li></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/NaturalIntelligence/fast-xml-parser/compare/v5.5.12...v5.6.0">https://github.com/NaturalIntelligence/fast-xml-parser/compare/v5.5.12...v5.6.0</a></p>
<h2>performance improvment, increase entity expansion default limit</h2>
<ul>
<li>increase default entity explansion limit as many projects demand for
that</li>
</ul>
<pre><code>maxEntitySize: 10000,
maxExpansionDepth: 10000,
maxTotalExpansions: Infinity,
maxExpandedLength: 100000,
maxEntityCount: 1000,
</code></pre>
<ul>
<li>performance improvement
<ul>
<li>reduce calls to toString</li>
<li>early return when entities are not present</li>
<li>prepare rawAttrsForMatcher only if user sets <code>jPath:
false</code></li>
</ul>
</li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/NaturalIntelligence/fast-xml-parser/compare/v5.5.9...v5.5.10">https://github.com/NaturalIntelligence/fast-xml-parser/compare/v5.5.9...v5.5.10</a></p>
<h2>fix typins and matcher instance in callbacks</h2>
<p>combine typings file to avoid configuration changes
pass readonly instance of matcher to the call backs to avoid accidental
push/pop call</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/NaturalIntelligence/fast-xml-parser/blob/master/CHANGELOG.md">fast-xml-parser's
changelog</a>.</em></p>
<blockquote>
<p><!-- raw HTML omitted -->Note: If you find missing information about
particular minor version, that version must have been changed without
any functional change in this library.<!-- raw HTML omitted --></p>
<p>Note: Due to some last quick changes on v4, detail of v4.5.3 &
v4.5.4 are not updated here. v4.5.4x is the last tag of v4 in github
repository. I'm extremely sorry for the confusion</p>
<p><strong>5.7.2 / 2026-04-25</strong></p>
<ul>
<li>allow numerical external entity for backward compatibility</li>
<li>fix <a
href="https://redirect.github.com/NaturalIntelligence/fast-xml-parser/issues/705">#705</a>:
attributesGroupName working with preserveOrder</li>
<li>fix <a
href="https://redirect.github.com/NaturalIntelligence/fast-xml-parser/issues/817">#817</a>:
stackoverflow when tag expression is very long</li>
</ul>
<p><strong>5.7.1 / 2026-04-20</strong></p>
<ul>
<li>fix typo in CJS typing file</li>
</ul>
<p><strong>5.7.0 / 2026-04-17</strong></p>
<ul>
<li>Use <code>@nodable/entities</code> v2.1.0
<ul>
<li>breaking changes
<ul>
<li>single entity scan. You're not allowed to user entity value to form
another entity name.</li>
<li>you cant add numeric external entity</li>
<li>entity error message when expantion limit is crossed might
change</li>
</ul>
</li>
<li>typings are updated for new options related to process entity</li>
<li>please follow documentation of <code>@nodable/entities</code> for
more detail.</li>
<li>performance
<ul>
<li>if processEntities is false, then there should not be impact on
performance.</li>
<li>if processEntities is true, but you dont pass entity decoder
separately then performance may degrade by approx 8-10%</li>
<li>if processEntities is true, and you pass entity decoder separately
<ul>
<li>if no entity then performance should be same as before</li>
<li>if there are entities then performance should be increased from past
versions</li>
</ul>
</li>
</ul>
</li>
<li>ignoreAttributes is not required to be set to set xml version for
NCR entity value</li>
</ul>
</li>
<li>update 'fast-xml-builder' to sanitize malicious CDATA and comment's
content</li>
</ul>
<p><strong>5.6.0 / 2026-04-15</strong></p>
<ul>
<li>fix: entity replacement for numeric entities</li>
<li>use <code>@nodable/entities</code> to replace entities
<ul>
<li>this may change some error messages related to entities expansion
limit or inavlid use</li>
<li>post check would be exposed in future version</li>
</ul>
</li>
</ul>
<p><strong>5.5.12 / 2026-04-13</strong></p>
<ul>
<li>Performance Improvement: update path-expression-matcher
<ul>
<li>use proxy pattern than Proxy class</li>
</ul>
</li>
</ul>
<p><strong>5.5.11 / 2026-04-08</strong></p>
<ul>
<li>Performance Improvement
<ul>
<li>integrate ExpressionSet for stopNodes</li>
</ul>
</li>
</ul>
<p><strong>5.5.10 / 2026-04-03</strong></p>
<ul>
<li>increase default entity explansion limit as many projects demand for
that</li>
<li>performance improvement
<ul>
<li>reduce calls to toString</li>
<li>early return when entities are not present</li>
<li>prepare rawAttrsForMatcher only if user sets <code>jPath:
false</code></li>
</ul>
</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/0f08303189d541b08401d15a7137dc238a815fa7"><code>0f08303</code></a>
fix typo</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/f529642d760ef53bb9115ad4798af5dc77ac22c4"><code>f529642</code></a>
update to release v5.7.0</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/52a8583465d6a67ad19e86fe34714879a981c18e"><code>52a8583</code></a>
Revert "improve performance of attributes reading"</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/8d187f9abaf42ebdd85623a9ae942b08e8ae5d0c"><code>8d187f9</code></a>
update builder</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/e174168a72a65a8fccad2c42bde329d2167edf27"><code>e174168</code></a>
improve performance of attributes reading</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/79a8dde50cebaeeda75cc1ad5b97c328da106316"><code>79a8dde</code></a>
update docs</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/f5cd5a595f313ed7b0820cabfa82ebdaa08651f7"><code>f5cd5a5</code></a>
set xml version to decoder even if attributes are ignored</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/f44b9236f4bee07bba75f0549fe86c981b1aeeef"><code>f44b923</code></a>
remove unwanted tests</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/869ec8b3588304a3a6aa9f22e38445e06d4547c8"><code>869ec8b</code></a>
Use <code>@nodable/entities</code> v2.1.0</li>
<li><a
href="https://github.com/NaturalIntelligence/fast-xml-parser/commit/7cb49e51cd060caecf296fbf718a98d8c044c8c5"><code>7cb49e5</code></a>
update release detail</li>
<li>Additional commits viewable in <a
href="https://github.com/NaturalIntelligence/fast-xml-parser/compare/v5.5.8...v5.7.1">compare
view</a></li>
</ul>
</details>
<br />
Updates `postcss` from 8.5.6 to 8.5.10
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/postcss/postcss/releases">postcss's
releases</a>.</em></p>
<blockquote>
<h2>8.5.10</h2>
<ul>
<li>Fixed XSS via unescaped <code></style></code> in non-bundler
cases (by <a
href="https://github.com/TharVid"><code>@TharVid</code></a>).</li>
</ul>
<h2>8.5.9</h2>
<ul>
<li>Speed up source map encoding paring in case of the error.</li>
</ul>
<h2>8.5.8</h2>
<ul>
<li>Fixed <code>Processor#version</code>.</li>
</ul>
<h2>8.5.7</h2>
<ul>
<li>Improved source map annotation cleaning performance (by CodeAnt
AI).</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/postcss/postcss/blob/main/CHANGELOG.md">postcss's
changelog</a>.</em></p>
<blockquote>
<h2>8.5.10</h2>
<ul>
<li>Fixed XSS via unescaped <code></style></code> in non-bundler
cases (by <a
href="https://github.com/TharVid"><code>@TharVid</code></a>).</li>
</ul>
<h2>8.5.9</h2>
<ul>
<li>Speed up source map encoding paring in case of the error.</li>
</ul>
<h2>8.5.8</h2>
<ul>
<li>Fixed <code>Processor#version</code>.</li>
</ul>
<h2>8.5.7</h2>
<ul>
<li>Improved source map annotation cleaning performance (by CodeAnt
AI).</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/postcss/postcss/commit/33b9790263dc1562a46ce45d9532bd63e95b7986"><code>33b9790</code></a>
Release 8.5.10 version</li>
<li><a
href="https://github.com/postcss/postcss/commit/536c79e4b01e58a3a56b09c3c0cf2323f4b9a28b"><code>536c79e</code></a>
Escape </style> in CSS output (<a
href="https://redirect.github.com/postcss/postcss/issues/2074">#2074</a>)</li>
<li><a
href="https://github.com/postcss/postcss/commit/afa96b2a139ce625c4d27973313479c7c85f39d4"><code>afa96b2</code></a>
Update dependencies (<a
href="https://redirect.github.com/postcss/postcss/issues/2073">#2073</a>)</li>
<li><a
href="https://github.com/postcss/postcss/commit/effe88bb87cabdc1876e02adbdd30f392f19f40d"><code>effe88b</code></a>
Typo (<a
href="https://redirect.github.com/postcss/postcss/issues/2072">#2072</a>)</li>
<li><a
href="https://github.com/postcss/postcss/commit/3ee79a2c4a11e41d52db50b444eebe38299495ad"><code>3ee79a2</code></a>
Thread model (<a
href="https://redirect.github.com/postcss/postcss/issues/2071">#2071</a>)</li>
<li><a
href="https://github.com/postcss/postcss/commit/2e0683daca4dc2919211b03774f6b2d137136c01"><code>2e0683d</code></a>
Create incident response docs (<a
href="https://redirect.github.com/postcss/postcss/issues/2070">#2070</a>)</li>
<li><a
href="https://github.com/postcss/postcss/commit/fe88ac29c06b7b218be32994cdc6ca1525bdf2c9"><code>fe88ac2</code></a>
Release 8.5.9 version</li>
<li><a
href="https://github.com/postcss/postcss/commit/c551632496b87ab3f1965bfda5dc386b6c71963e"><code>c551632</code></a>
Avoid RegExp when we can use simple JS</li>
<li><a
href="https://github.com/postcss/postcss/commit/89a6b744060eb8dee743351c785a9fbe37d4525a"><code>89a6b74</code></a>
Move SECURITY.txt for docs folder to keep GitHub page cleaner</li>
<li><a
href="https://github.com/postcss/postcss/commit/6ceb8a46af9f9de821faee98f861bdf84617347b"><code>6ceb8a4</code></a>
Create SECURITY.md</li>
<li>Additional commits viewable in <a
href="https://github.com/postcss/postcss/compare/8.5.6...8.5.10">compare
view</a></li>
</ul>
</details>
<br />
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)
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<details>
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You can trigger Dependabot actions by commenting on this PR:
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Resolves#3757
## Description:
Simple patch that would remove an extra click that users have to do each
time they create a private lobby. On top of the existing button, the
game link will automatically be copied to the clipboard when clicking
"Create Lobby".
## 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:
zixer._
## Description:
Fix: only run the deploy action within our repo. It was already meant to
do this, but the if statement had a bug.
This lead to errors in repos with a fork, because it would run but
couldn't find the needed secrets there of course.
## 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
## Description:
Add Luna and ArchipelagoSea to the water-nukes-boosted maps set.
Bias Luna games towards 2 teams (75% chance), similar to how FourIslands
is biased towards 4 teams.
Restrict the FourIslands gold multiplier exclusion to team games only,
since the stalemate risk is team-mode-specific. Also removes the
startingGold25M exclusion that was bundled with it. Reasoning: Did some
data analysis to find the root cause.
1M starting gold games accidentally had 45 seconds of PVP immunity, but
thats not needed.
## 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
## Description:
Small-island removal previously ran only on the full-size terrain. The
compact (4x downscaled) map inherited that filtering before being
downscaled, which meant islands that survived at full size could end up
as tiny specks in the compact map.
This PR runs `removeSmallIslands` on the 4x terrain as well, with half
the threshold (15 vs 30 tiles), so very small islands are pruned in
compact maps while the full-size map is unchanged.
## 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
## Description:
buildAssetUrl had a middle branch that, when called with a directory-ish
path (e.g. assetUrl("maps")), would check whether any manifest entry had
that prefix and return an unhashed /_assets/<path> URL. This was wrong:
* The /_assets/ prefix implies a managed, hashed asset — but the
returned URL is neither. It won't exist on R2 after the migration.
* It defeats cache-busting, since no hash is applied.
* It encourages callers to reconstruct asset paths by hand via string
concatenation, bypassing the manifest as the single source of truth.
Renaming or reorganizing an asset directory would silently break callers
the manifest can't help locate.
## 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
The proprietary/ fallback middleware was registered with `return () => {}`,
which placed it after Vite's htmlFallbackMiddleware. Browser `<img>`
requests carry `*/*` in their Accept header, so htmlFallback intercepted
them and returned index.html — meaning OpenFrontLogo.svg, Favicon.svg,
etc. silently rendered as the HTML shell.
Register the middleware up front, check resources/ first so publicDir
retains precedence, and set Content-Type via mrmime so browsers actually
render the SVGs.
Part of #2661 (split into 3 PRs so they are not too large..)
## Description:
Part 1/3 of #2661.
This PR adds warship retreat basics, a blue retreating UI state, and
updates target priority.
Added:
- Retreat state handling
- Blue visual for retreating warships
- Target priority: transport > warship > trade
- Tests for retreat and target priority
Example video:
https://youtu.be/2hE2qeOeY48
Ship retreating:
<img width="630" height="488" alt="image"
src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414"
/>
Ship healing:
<img width="483" height="311" alt="image"
src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf"
/>
Back to being deployed:
<img width="585" height="358" alt="image"
src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057"
/>
## 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:
zixer._
## Description:
Instead of coloring nation names based on diplomatic relation, small
inline SVG face icons are now shown next to the nation name in the
player info overlay:
- 😠 **Hostile** - red angry face (furrowed brows, downturned mouth)
- 😟 **Distrustful** - orange slightly-sad face (flat mouth)
- 😊 **Friendly** - green happy face (upturned smile)
- **Neutral** - no icon shown
<img width="509" height="80" alt="Screenshot 2026-04-23 013151"
src="https://github.com/user-attachments/assets/85dc3f29-0a84-45d1-902e-e75c6cad4a44"
/>
<img width="511" height="82" alt="Screenshot 2026-04-23 012809"
src="https://github.com/user-attachments/assets/7a37c8a3-08d0-448e-9eaa-16f254a296ad"
/>
<img width="511" height="88" alt="Screenshot 2026-04-23 012741"
src="https://github.com/user-attachments/assets/d617f8ca-2315-467a-85f5-63f769bd0341"
/>
No longer conflicts with green text color because of alliance now.
## 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
## Description:
Adds Archipelago Sea map. The island map to end all island maps.
This is a real location in Southwest Finland, famous for being the
archipelago with the most islands in the world.
This map is made for the very loud playerbase who enjoys naval maps.
This is probably the most heavy naval map we are gonna get. Given this
is a very experimental and unorthodox map like amazon or 4islands, it
has a rotation of 3 , low but still should pop in for people who prefer
island maps.
https://github.com/user-attachments/assets/19b32a4f-825b-4b82-aec3-b24c387b9cdd
## 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:
tri.star1011
## Description:
I think this fixes the stalemate issue mentioned in the previous PR
without restoring the attack loss "bug". I tried making very small
adjustments (possibly too small?) to meet the goal of very gradually
changing the feel of the game.
If stalemate is still an issue, would recommend boosting the toAdd
parameter. I think the issue is not that attack losses are too high
relative to defender, but rather that large attackers get nerfed so much
by this formula. Going up to .8 from .73 is a roughly 10% boost in troop
growth for an attacker that is 4x the size of a defender. Not sure
anyone will notice, but it adds up over game time.
## 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:
1brucben
Resolves#3582
## Description:
Almost exactly the same fix as #3574 , just to RailroadLayer instead of
StuctureLayer.
While browsers like Firefox will report their maximum texture size of
16384, going over 8192 causes extreme VRAM usage and massive FPS drops.
This issue is slightly more elusive as the RailroadLayer texture is not
rendered until the first railroad is created, meaning FPS will suddenly
drop mid-game.
This PR sets the RailroadLayer texture size to cap at 8192, while
keeping near-exact scales. The result is increased performance, reduced
VRAM Usage, (especially in larger maps), and the resolution of the
unplayable performance issues when RailroadLayer is present, with zero
noticeable degradation.
All tested on Giant World, where the issues were first spotted, but
applies to all maps.
## 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
Discord: @EnderBoy9217
Resolves#3685
## Description:
Adds fullscreen support for both desktop and mobile:
**Desktop / Android** — a fullscreen toggle button in the in-game HUD
(right sidebar), next to the settings button. Icon switches between
expand/compress depending on current state, synced with
`fullscreenchange` event (works with F11 too). Hidden on browsers that
don't support `document.fullscreenEnabled`.
**iOS** — since Safari doesn't support the Fullscreen API, a dismissible
banner is shown on the main screen (above the lobby cards) explaining
how to add the game to the Home Screen for a fullscreen experience. The
banner includes:
- **How** button — opens a step-by-step guide modal with iOS version
detection (iOS 26+ shows updated steps for the new ··· menu location,
including the extra Share step inside the menu)
- **Later** — hides until next visit
- **Never** — permanently dismisses via localStorage
- **Click here** button styled as a speech bubble with a tail pointing
toward the Share button location (center for iOS ≤18, right for iOS 26+)
All user-facing strings are wired through `translateText()` with keys
added to `en.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
## UI changes:
### For [Fullscreen API supported
browsers](https://caniuse.com/?search=fullscreen+api):
https://github.com/user-attachments/assets/026e6a67-d070-4a7e-897b-52396a43191e
### For safari on ios: (add to homescreen modal)
<img width="375" height="667" alt="IMG_2242"
src="https://github.com/user-attachments/assets/9d0a6454-8512-44cf-b6ed-989de3ff02bc"
/>
<img width="648" height="1292" alt="CleanShot 2026-04-22 at 11 29 27@2x"
src="https://github.com/user-attachments/assets/dba1c218-2b73-4bc0-ac7d-14962eb79327"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>