Resolves#4098
## Description:
Adds Southeast Asia map for v32. Very requested map. 31 default nations
(with an extra 31 named for HvN).
Map for intense warship and naval warfare with many, many islands. Also
adds flags of the region to be used by nations in the map. More info
specified in issue
https://github.com/user-attachments/assets/b4151db4-825a-4c1c-8bf8-7b760ae056d2
## 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:
Version identifier within MLS: v5.4
[Changed languages]
- bg
- eo
- fa
- fr
- hu
- ja
- ru
- uk
- zh-CN
[Change volume]
- Changed languages: 9
- Changed files: 9
- Changed lines: 17653
- metadata.json: unchanged
Final reviewer: meow
This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
Show bonus amount on currency packs
- Add `bonusAmount` field to `PackSchema` (non-negative int)
- Render a rotated green corner ribbon (`+X FREE!`) on pack tiles when
`bonusAmount > 0`
- Add `cosmetics.free` translation key with `numFree` param
<img width="720" height="359" alt="Screenshot 2026-05-12 at 7 40 12 AM"
src="https://github.com/user-attachments/assets/3dd70fc4-c922-47f4-aee6-055047b58563"
/>
Describe the PR.
- [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
regression is found:
evan
## Description:
Bump "Last Updated" dates to 5/13/2026 and replace OpenFront LLC
references with OpenFront Inc. across Terms of Service and Privacy
Policy. Update corporate designation to a Delaware corporation, change
registered agent/address to Paracorp Incorporated (2140 South Dupont
Hwy, Camden, DE), and switch governing law from California to Delaware.
Minor wording clarifications in the introduction and contact/legal
sections.
## 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:
iamlewis
## Description:
Fixes#4069
Adds map of the Caribbean sea and its islands. Archipelago map with lots
of islands, lots of water and a lot of trade.
This map has multiple large landmasses of similar size to prevent
steamrolls (the largest islands and landmasses are around 30%), and
many, many small islands where players can survive and trade. Players
will have to island hop in order to win. 34 nations of Caribbean
countries and territories, with an extra 28 AdditionalNations for a
total of 62 nations for crowded HvN.
Heavy Island maps are very popular in the broader community and we dont
have one for v32, so i figured it would be nice to have a very requested
and popular world location
570k land tiles, fairly small for a map, would be right placed before
World (600k tiles). Also adds some flags of caribbean regions.
https://github.com/user-attachments/assets/9eae81ec-58eb-4594-89fd-2f95742f8b3a
Terrain source from OpenTopography, already credited. No modification to
the tests are needed for new maps added in Game.ts
## 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
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#4055
## Description:
Adds a 512*512 onion map with 3 nations (Leafer Confederation, Outer
Enclave and Inner Tribe)
<img width="128" height="128" alt="thumbnail"
src="https://github.com/user-attachments/assets/8d97d8dc-6286-4e79-a459-767c936d49ec"
/>
## 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:
tktk1234567
## Description:
Fixes a portion of the river on the Nk/cn border of the korea map that
was disconnected from the ocean. Very minor fix
## 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:
DISCORD_USERNAME crunchybbbbb
<img width="1092" height="2149" alt="image6767"
src="https://github.com/user-attachments/assets/d53dfc55-cc7c-4fb6-8a12-cdf64bb1af87"
/>
---------
Co-authored-by: RickD004 <realtacoco@gmail.com>
## Description:
"A high-stakes naval theater where empires clash over narrow corridors,
bottleneck straits, and heavily fortified shorelines."
Modeled to the exact strategic proportions of the classic Black Sea map,
Yellow Sea shifts the focus of global conflict to East Asia. The map is
defined by its massive central body of water, making naval dominance
absolutely essential for survival. However, unlike wide-open oceans,
control of the Yellow Sea is entirely dictated by its unique coastal
geography.
The Shandong And Liaoning Peninsulas are The definitive feature of the
map. Two massive, opposing peninsulas project deep into the sea, acting
as natural, heavily contestable daggers. They create tight naval choke
points in the central waters while forcing land-based players into
brutal, linear frontlines where every pixel of territory is bought with
blood.
The Continental Rim: A sprawling mainland coast wraps around the
northern and western edges of the map, offering expansive land routes
for players who prefer sweeping land invasions over amphibious assaults.
Scale Class: Medium
Gameplay Style: Naval/Land Hybrid, Tactical Choke Points, Frontline
Bottlenecks
Nations: 8
North Korea South Korea Liaoning Shandong Beijing Hebei Tianjin Jilin
description mostly generated by google gemini ai
## 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:
DISCORD_USERNAME crunchybbbbb
<img width="1660" height="1266" alt="Screenshot 2026-05-24 220103"
src="https://github.com/user-attachments/assets/800c6732-677d-44f1-ba5c-c60da5f199e0"
/>
<img width="1500" height="1152" alt="yellow_sea2"
src="https://github.com/user-attachments/assets/9b3ba34a-3f9c-4485-9235-f953fd07be4c"
/>
Game play video https://youtu.be/IcRPTM0rHM0
---------
Co-authored-by: RickD004 <realtacoco@gmail.com>
The structureSprites toggle was only read by the toggle UIs themselves —
no rendering code ever consulted it. Drops the getter/setter from
UserSettings, both toggle rows (SettingsModal + UserSettingModal), and
the en.json keys. Other-language entries are left for Crowdin to reap.
Adds a "Classic icons" toggle in the structure-icons section of the
Graphics Settings modal. Off (default) keeps today's renderer look;
on switches to a classic style — lighter player-colored shape behind
a dark icon glyph, with 0.75 alpha for a subtle translucent feel.
Exposes the underlying tuning as new render-settings knobs
(`structure.fillDarken`, `borderDarken`, `iconAlpha`, `iconR/G/B`) and
threads them through the structure shader as uniforms, replacing the
previously hardcoded `darken(_, 0.65)` / `darken(_, 0.35)` calls and
the hardcoded white `vec3(1.0)` icon color. The `classicIcons` boolean
in the override schema is the single user-facing knob; the generator
derives the five underlying field values from it. Extends the
ClientGameRunner live-apply path to copy the `structure` slice too,
and adds tests covering the schema and preset derivation.
Adds a single "Name color" toggle (Colored / Black) to the Graphics
Settings modal, backed by a `darkNames` boolean in the override schema
that derives the five underlying name-rendering fields
(fill/outline player-color flags + static outline RGB). Forcing the
outline RGB to 0 in dark mode is what makes the shader's defaultFill
ramp actually render black — flipping the boolean uniforms alone
wasn't enough because the fill is derived from uOutlineColor when
fillUsePlayerColor is false.
Flips the render-settings.json defaults so black names are the
renderer baseline; the modal's no-override state follows the JSON
source of truth. Adds tests covering schema parse behavior and the
generateRenderSettings derivation for each override field.
## Description:
- Add a user-facing **Graphics Settings** modal accessible from the
in-game Settings menu, with live preview as sliders change.
- First two knobs: **Name Scale** and **Minimum Name Size** (the
name-cull threshold).
- Overrides stored as a single JSON blob in `localStorage` under
`settings.graphics`, validated by a Zod schema
(`GraphicsOverridesSchema`). Future graphics knobs just extend the
schema + slider list.
## How it fits together
- `generateRenderSettings(overrides)` (`RenderSettings.ts`) — pure
function: clones `render-settings.json` defaults, layers overrides on
top, returns a fresh `RenderSettings`.
- `UserSettings.graphicsOverrides()` / `setGraphicsOverrides()` —
read/write the blob; falls back to `{}` on a missing/corrupt entry.
- `ClientGameRunner` listens for
`USER_SETTINGS_CHANGED_EVENT:settings.graphics`, regenerates, and
`Object.assign`s each category into the live `view.getSettings()` slice
so passes pick up the new values on the next frame (no renderer
reconstruction).
- Modal reads defaults straight from `render-settings.json` so there's
no duplication.
<img width="599" height="515" alt="Screenshot 2026-05-28 at 11 18 43 AM"
src="https://github.com/user-attachments/assets/263d7d91-10d8-4a66-a069-10015c735d60"
/>
## 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 lil-gui render-settings panel (createDebugGui) has been an orphaned
export since the WebGL renderer landed — no caller, no hotkey, no menu
entry. Wire it to a button in SettingsModal that toggles the panel on
and off, and group it with the existing Performance Overlay toggle
under a new "Development Only" section above the Exit Game block.
## Description:
Labyrinth is a maze type map. My attempt at making a more chess style
board for play. Games with bots appear stable at over 45min average run
times. The map has been setup for team spawn zones for 2, 3, 4, 5, 6,
and 7 teams. Some of the team spawns for odd numbers are experimental
and I would like to see how they play out with live players. Additional
nation names included. There are other design factors like each of the
large squares being within the blast radius of a hydro; small islands
are within the blast radius of nukes.
This is meant as a slower playing game. My intentions are to get some
sort of literal rotation of the map in the future if easily implemented.
That way every time players load the game there would be some
randomization.
As an additional note one of my last edit to the map was the "+" shape
to the islands to allow train passage. Zooming out I can see now that
the pattern is squares and + through out. Did not fully intend on that,
but it felt like good vibes.
https://discord.com/channels/1284581928254701718/1293201128858587207/threads/1497062552784605316https://www.youtube.com/watch?v=e8c-TylT4hshttps://www.youtube.com/watch?v=0-yqrfr3nv0
## 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
PlaysBadly
---------
Co-authored-by: RickD004 <realtacoco@gmail.com>
## Description:
Just a text change. 4 maps had inconsistencies in their names in their
info.json (and by consequence the manifest). If sites extracted map
names from one of these they would appear with an inconsistent name. The
south america map for example was named "Americas", and appeared as such
in the pathfinding playground (thats where i noticed these
inconsistencies)
## 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:
Add map of korean peninsula. Size 1092x2149
Nations: 35
based on provinces
## 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:
DISCORD_USERNAME
crunchybbbbb @crunchybbbbb_59469
<img width="1092" height="2149" alt="Korea-2"
src="https://github.com/user-attachments/assets/874100e8-4a68-4f57-b2f7-49aa87b8194d"
/>
two teams nations war video https://www.youtube.com/watch?v=n4h7GAfAHTM
---------
Co-authored-by: Ricky G.P. <realtacoco@gmail.com>
## Description:
Adds map of the Balkan Peninsula and surroundings. Heavily requested map
with multiple posts on the Discord all with over 10 or 20 upvotes.
23 NPC/Nations based on countries and relevant regions of the area. Adds
an extra 39 nations for crowded Humans vs Nations gamemode for a total
of 62 NPCs, based on regions of multiple countries. Also some flags for
some regions.
Source from NASA DEM, already credited
Photo of base map, and 62 HvN:
<img width="614" height="588" alt="Captura de pantalla 2026-05-24
030105"
src="https://github.com/user-attachments/assets/5742a4c3-1b1f-4ca7-858d-91529861dd81"
/>
<img width="548" height="547" alt="image"
src="https://github.com/user-attachments/assets/758d8ad0-1515-41b8-8d42-14e76cdd54ed"
/>
This map completes the quartet row of "polemic" maps for v32
<img width="678" height="119" alt="image"
src="https://github.com/user-attachments/assets/9e6f4ef1-f0cc-48ea-a59f-b7ff69033b73"
/>
## 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:
Adds Map of the Indian Subcontinent, with indian and pakistani states
and surrounding countries, important rivers like the Ganges, Brahmaputra
and Indus, and Tibet/ theHimalayas
2M land pixels and 52 Nations (i think its fitting that India has the
most nations of a regional map, only continental maps have more)
Should be nice to boost whatever indian playerbase this game might have.
This region also doesnt have any representation aside from continental
maps
<img width="584" height="598" alt="image"
src="https://github.com/user-attachments/assets/4089049a-800b-4e37-ab34-2afc5de821e8"
/>
<img width="418" height="462" alt="image"
src="https://github.com/user-attachments/assets/a68e2424-5972-4105-86c9-0312ab095024"
/>
Elevation data from NASA DEM, already credited in CREDITS.md
No reference test is needed, the test suite automatically iterates over
all GameMapType enum values — no map is hardcoded by name in the tests
## 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:
# Add Friends tab to Account modal
## Summary
- Adds a "Friends" tab to the Account modal, alongside Account / Stats /
Games.
- New `<friends-list>` Lit component covering the full friend lifecycle:
send request, accept / deny incoming, withdraw outgoing, remove friend,
paginated list with "Load more".
- New `FriendsApi.ts` wrapping `GET/POST/DELETE /friends*` endpoints
with typed error codes (`not_found` / `conflict` / `bad_request` /
`request_failed`).
- Zod schemas for the friend API responses in `core/ApiSchemas.ts`.
- Translations under a new `friends.*` block in `en.json`.
Friends and pending requests are displayed by public ID via
`copy-button`, matching the existing clan convention.
## 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:
Adds
<img width="1046" height="901" alt="image"
src="https://github.com/user-attachments/assets/930b0d27-4707-4836-b068-620346e7e3a7"
/>
continuation of infra https://github.com/openfrontio/infra/pull/345
## 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
## Description:
The account modal was getting too large, too much scrolling.
<img width="1091" height="779" alt="Screenshot 2026-05-22 at 2 23 23 PM"
src="https://github.com/user-attachments/assets/9553c80d-7d17-4cfd-8992-88bb335a972e"
/>
<img width="970" height="781" alt="Screenshot 2026-05-22 at 2 23 33 PM"
src="https://github.com/user-attachments/assets/847e70eb-57b7-440b-adb6-bb7c18ada43c"
/>
<img width="1100" height="718" alt="Screenshot 2026-05-22 at 2 23 42 PM"
src="https://github.com/user-attachments/assets/5b08d44c-743a-4245-86a3-bf62e01008e9"
/>
## 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
# Dynamic flag atlas (runtime TEXTURE_2D_ARRAY)
Replaces the build-time `flag-atlas.png` with a runtime
`TEXTURE_2D_ARRAY`
populated on demand from each player's server-resolved flag URL. Layers
are
deduped by URL (every "Mercia" bot shares one slot), so the per-game
working
set is bounded by unique flags, not player count.
## Why
The store will eventually ship hundreds of custom flags fetched from the
CDN,
which can't be baked into a static atlas. Moving to a runtime array also
lets
the catalog grow without bloating the client bundle.
## Side effect (bonus)
Human players' country flags (`country:US`, etc.) now display next to
their
names in-game. The old atlas only contained nation names, so non-nation
flags
were silently dropped.
## Notes
- Cell size is fixed at 128×85; loaded images are aspect-fit and
centered.
- Layer cap is 512 (clamped to `MAX_ARRAY_TEXTURE_LAYERS`). Past the
cap,
further flag requests render no icon.
- Mipmaps are regenerated after each layer upload.
- Recommend store pipeline caps custom flag uploads at SVG or PNG ≤
256×170,
≤ 50 KB (decode-time RAM and bandwidth, not VRAM).
## 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#3910
## Description:
- Split the events HUD into two components: a new
**`<actionable-events>`** that owns alliance prompts (request / renew)
and a slimmed-down **`<events-display>`** for everything else.
- Reworked `<events-display>` into two visual tiers: dim/scrolling tier
2 on top (trade results, unit losses, donations, alliance status),
prominent tier 1 anchored at the bottom (inbound nukes, naval invasion,
attack requests, alliance broken, conquered player, chat). Tier 2 caps
at the 4 newest entries; events expire after 8s.
- Added a transient **+gold pip** above the gold pill in
`<control-panel>`, animated with a small fade-in. Fires for trade ships,
trains, donations, and conquest. Trade-ship and train arrivals are
removed from the events scroll since they're surfaced here instead.
- New `MessageType.NUKE_DETONATED` and a server-side emission in
`NukeExecution.detonate` — once an inbound nuke lands or gets
intercepted, the inbound warning vanishes and a "detonated" entry takes
its place.
- `displayMessage` gained optional `unitID` and `focusPlayerID` params
so events can link to a unit or a player. Unit captures and destructions
now navigate to the unit's last tile when clicked; donations navigate to
the other player.
- ActionableEvents card width matches `<events-display>`; cards persist
until the user clicks Accept/Reject/Renew/Ignore or the server-side
request timeout expires.
- Removed the in-events category filter UI and the gold-amount banner —
`<events-display>` is now a lightweight log that hides entirely when
empty.
<img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM"
src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c"
/>
<img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM"
src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3"
/>
## 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:
Resizes the Taiwan Strait map for v32, to rebalance it for 2 team games:
Yesterday the map was tested in a stream and it turned out to be
unbalanced due to the size difference of the landmasses:
https://youtu.be/gildSwTdd4I?t=2516
Adds Team spawnzones for 2 teams.
Also removes and adds new nations , suggested by its map creator
crunchybbbbb_59469 on Discord
## 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
Taiwan Strait map by crunchybbbbb_59469 on Discord, who i worked with in
this rebalance
---------
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
## Description:
Adds map of Venice. A relatively small map (similar land area to World)
for heavy trade and lots of boating.
Because of the very low difference of elevation of the zone, terrain is
instead used to show buildings.
Map source from OpenStreetMap, already credited in CREDITS.md
Very requested map, with 2 discord posts suggesting it with +15 upvotes
each
<img width="794" height="569" alt="image"
src="https://github.com/user-attachments/assets/ca7d44f2-cfc9-4e93-b7d4-43dbe62f74d4"
/>
## 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
relates to #893
Replaces the canvas2D + Pixi.js map renderer with a pure WebGL2 pipeline.
Map-space visuals (terrain, names, structures, units, FX, selection
boxes, build ghosts, status icons, nuke trajectories, defense zones,
spawn glow, water-nuke terrain deltas) all render through dedicated
passes in src/client/render/gl/passes/. Controllers in
src/client/controllers/ push state directly to the WebGL view; no
relay events. Assets unified under resources/ + assetUrl(). Mode
toggle wired to the existing darkMode UserSetting (no more day/night
cycle). One input system (InputHandler + EventBus + TransformHandler).
Known regressions to address in follow-up work:
- [ ] webgl: highlight structures when hover on build menu
- [ ] webgl: custom flags, flag atlas
- [ ] webgl: territory patterns
- [ ] webgl: defense post outline
- [ ] webgl: territory expanse smoothing
src/client/render/gl/assets/ held 11 atlas files (PNGs + JSON metadata)
that bypassed the asset-manifest pipeline — they were imported via
Vite's ?url query, bundled, and served same-origin instead of going
through the CDN like every other game asset. Moved them to
resources/atlases/, switched the PNG imports to assetUrl("atlases/...")
so they flow through the manifest, and updated the JSON metadata
imports to "resources/atlases/..." paths. Also dropped an orphan copy
of MissileSiloIconWhite.svg (no callers; resources/images/ already had
the canonical version).
render-settings.json stays in src/ — it's renderer tuning config
consumed at bundle time, not a URL-served asset.
## Description:
The code was checking `clanTag.length > MAX_CLAN_TAG_LENGTH` but
returning `"tag_too_short"`. This fix corrects the error message to
something more appropriate or ensures the logic matches the message.
**Fix:** Corrected the error message key from `"tag_too_short"` to
`"tag_too_long"` when the length exceeds the maximum.
## 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:
barfires
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Summary
- Tier upgrade/downgrade in the Store. The Subscriptions tab now shows
all tiers including the user's current one. Other tiers swap "Subscribe"
→ "Switch" when the user already has a sub, and clicking them calls the
new `POST /subscriptions/@me/change-tier` endpoint with a
direction-aware confirm (upgrade charges prorated diff now, downgrade
gives account credit).
- Owned-tier card renders a **Current Plan** badge in place of the
purchase button. Resolution logic in `resolveCosmetics` now reads
`userMeResponse.player.subscription.tier` (with flare fallback) and
marks that tier as `owned`.
- AccountModal's `<subscription-panel>` reworked into a proper
two-column layout:
- **Left**: tier name, `$X.XX/mo` price, description, daily Pu/Caps
amounts.
- **Right**: status badge (Active / Renews date / Cancels date),
`[Manage] [Change Tier]` button row, `[Cancel]` centered underneath.
When `cancelAtPeriodEnd === true`, the row collapses to a single
`[Reactivate]` button (opens the Stripe portal).
- New `<o-button size="xs">` variant (`py-2 px-3 text-xs`) for the
compact panel buttons.
- Store dollar-purchase price label now supports an optional suffix
(`/mo` for subs only) via a `priceSuffix` prop plumbed through
`CosmeticContainer` → `PurchaseButton`.
- `Api.ts` gains `changeSubscriptionTier(tierName)` with the same
401-handling pattern as the existing subscription helpers.
<img width="1114" height="728" alt="Screenshot 2026-05-14 at 7 09 20 PM"
src="https://github.com/user-attachments/assets/688f83d5-4010-4580-9214-6885af8ec98e"
/>
<img width="1038" height="276" alt="Screenshot 2026-05-14 at 7 09 33 PM"
src="https://github.com/user-attachments/assets/458197f5-a0d4-4c32-bc55-31e5679629b5"
/>
<img width="887" height="286" alt="Screenshot 2026-05-14 at 7 09 55 PM"
src="https://github.com/user-attachments/assets/8149ed82-89cc-4bbe-83de-3614f886b331"
/>
## Discord
evan
## Description:
Renames TheStraits map. The people that suggested this map told me they
would prefer a more specific name for the map, rather than the generic
one it has right now. So im renaming it into Danish Straits
This map is for v32, it has not been released, it should be fine to
rename
## 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:
Adds map "Northwest Passage", map of the Canadian Arctic Archipelago ,
Greenland and surroundings. "Northwest Passage" (NWP) is the sea lane
between the Atlantic and Pacific oceans
(https://en.wikipedia.org/wiki/Northwest_Passage) .
21 default nations, based on the towns of the region.
This map uses the brand new additionalNations feature made by FloPinguin
https://github.com/openfrontio/OpenFrontIO/pull/3902 . Adds 39 extra
nations for a total of 60 nations (so that in gamemodes like Humans vs
Nations all the nations have names of real places)
Comparison:
- Map with default nations
- Map with extra named nations, tested by raising the number of nations
in Solo
<img width="1050" height="412" alt="image"
src="https://github.com/user-attachments/assets/12ed94f1-0615-4fb3-b0d0-dcecb65006ea"
/>
<img width="1089" height="436" alt="image"
src="https://github.com/user-attachments/assets/6e7c11bf-7382-4e36-9433-229a9d463b68"
/>
Terrain source from OpenTopography, already credited in CREDITS.md
## 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:
The GitHub translation key was incorrectly categorized under news even
though it is used on the main page.
This changes its category to main.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Summary
- Add a **Subscriptions** tab to the Store. Each tier renders as a
`<cosmetic-button>` with description, daily Pu/Caps amounts, and a
Stripe checkout button driven by the existing `createCheckoutSession`
flow.
- Show the player's active subscription in the **Account modal** via a
new `<subscription-panel>` Lit component (status badge, period-end /
cancel-at-period-end, daily currency breakdown).
- **Manage** button opens the Stripe billing portal in a new tab (`POST
/subscriptions/@me/portal`).
- **Cancel** button (hidden once `cancelAtPeriodEnd === true`) calls
`POST /subscriptions/@me/cancel` after a `confirm()` prompt, then
invalidates the userMe cache and refetches.
- Block re-purchase: clicking Subscribe when the user already has a
`subscription:*` flare alerts "Already subscribed" before opening
checkout (upgrade/downgrade flows are out of scope for now).
- Schema additions:
- `CosmeticsSchema.subscriptions: Record<string, SubscriptionSchema>`
(optional) in `src/core/CosmeticSchemas.ts`.
- `UserMeResponse.player.subscription: { tier, status, currentPeriodEnd,
cancelAtPeriodEnd } | null` in `src/core/ApiSchemas.ts`.
- Translations: new `store.*` and `account_modal.sub_*` keys in
`resources/lang/en.json` (English only — Crowdin handles the rest).
-
<img width="942" height="313" alt="Screenshot 2026-05-14 at 1 13 05 PM"
src="https://github.com/user-attachments/assets/3d28df13-9e03-49f0-bee8-a25f9ad0c420"
/>
<img width="545" height="439" alt="Screenshot 2026-05-14 at 1 13 32 PM"
src="https://github.com/user-attachments/assets/b413b275-d6f2-40dc-9230-d68cd11fb07a"
/>
## Discord
evanpelle
## Description:
Fixes:
Various rivers with pixel-gap errors, that made players and ships unable
to boat out of the river into the sea. This error was reported in the
Discord server
<img width="876" height="481" alt="image"
src="https://github.com/user-attachments/assets/9afb31f9-f5a9-4792-bd44-3ea18fe21777"
/>
Also changes:
- Better Terrain (old version had no brown terrain and smidges of white
terrain, which made almost all the map practically green terrain). The
coastlines and terrain area remain the exact same ( the small land
change in manifest was because the old map had little random pixel lakes
all around)
- More Nations (NPCs) , more consistent names for them, and an extra
flag (Aceh)
## 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:
**Adds "The Straits" map:**
A map located around Denmark and the many surrounding straits: Kattegat,
Skagerrak and the Danish straits (thus the name, meant to be a creative
name like "Between Two Seas" and "Gateway to the Atlantic"). This map is
themed in the early 1900s, the nations/NPCs are traditional and
historical regions of Sweden-Norway, Denmark and the Germany.
Relatively small map with ~700k land tiles, similar to World
Inspired by this Discord thread with nearly 20 upvotes:
https://canary.discord.com/channels/1284581928254701718/1482089104110911634/1482089104110911634
<img width="365" height="506" alt="image"
src="https://github.com/user-attachments/assets/5ee16218-34c0-4b8b-9f9b-d33f219760b0"
/>
## 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
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#3847
## Description:
Makes a setting to turn off go to player on spawn.
Most players i have played with are really annoyed about this feature. I
understand that some people like it, which is why i have made it default
on. But i feel like we should be able to turn it off.
## Please complete the following:
- [ ] 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
- [ ] 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:
FrederikJA
## Description:
Map of the Taiwan and the Chinese Mainland.
Team heavy map like Baikal and Hormuz. Terrain Source from
OpenTopography, already credited
<img width="1800" height="1511" alt="image"
src="https://github.com/user-attachments/assets/45954469-8199-4882-9efe-899c5df87ce4"
/>
I also took the chance to standarize and sort alphabetically the map
lists in main.go and MapPlaylist.ts.
## 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.star 1011
NOTE: If the map gets added, please give contributor to
crunchybbbbb_59469 for this map on Discord. Every file was made by him,
his PR just had weird bugs that didnt allow the PR to be review
automatically
Original PR: https://github.com/openfrontio/OpenFrontIO/pull/3853 by
crunchybbb2-hash
## Description:
Small update to Dylexdria.
Iceland (island) moved for better game play.
Edits to nation locations and additional nations added.
Entire map shifted ~120 pixels for balance reasons.
## 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:
PlaysBadly
---------
Co-authored-by: Ricky G.P. <realtacoco@gmail.com>
## Description:
Small update to Dylexdria.
Iceland (island) moved for better game play.
Edits to nation locations and additional nations added.
Entire map shifted ~120 pixels for balance reasons.
## 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:
PlaysBadly
---------
Co-authored-by: Ricky G.P. <realtacoco@gmail.com>
## Description:
improvements to clan ui.
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.
<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>
which changes to collapse all when expanded
also adds more info about team (d,t,q,2,3,4,5,6,7 team)
## 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
## Description:
improvements to clan ui.
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.
<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>
which changes to collapse all when expanded
also adds more info about team (d,t,q,2,3,4,5,6,7 team)
## 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