Commit Graph

3305 Commits

Author SHA1 Message Date
scamiv a503bc2081 Improve mover overlap redraw stability 2026-02-28 02:45:15 +01:00
scamiv da0acec796 Fix UnitLayer perf counters in prod overlay 2026-02-28 00:26:59 +01:00
scamiv b8caabc293 Split mover budgets for on-screen and off-screen passes 2026-02-27 23:51:06 +01:00
scamiv f8f4c0dbe5 Add zoom-tier mover canvas scaling and rescale metrics 2026-02-27 23:51:05 +01:00
scamiv e4285cc689 Optimize transport trail processing and raster helpers 2026-02-27 23:51:04 +01:00
scamiv b3408ca787 Refine UnitLayer mover rendering pipeline
Detailed changelog:

- keep persistent dynamic mover canvas rendering with overlap-safe conflict redraw groups backed by a spatial hash index

- maintain budgeted bucket passes while fixing round-robin starvation by advancing cursors with actual scanned items

- keep mover sampling + draw separation via cached samples and per-unit render rect tracking for precise clear/update paths

- render moving trade/transport ships as explicit 5x5 mask glyphs matching sprite geometry/color semantics (territory/border)

- optimize mask cross rendering by drawing the center cross with 2 rectangles and ring cells via mask iteration

- retain configurable dynamic mover supersampling and composition smoothing experiment hooks

- expose mover subpixel snap control tied to dynamic canvas scale for seam mitigation experiments

- preserve trail update integration and mover-state bookkeeping with the revised dynamic draw pipeline
2026-02-27 23:51:03 +01:00
scamiv bd126d7d18 Replace mover queue with bucketed scheduler and clarify metrics 2026-02-27 23:51:02 +01:00
scamiv 213e3e3846 Optimize mover rendering and segment plan pipeline 2026-02-27 23:51:01 +01:00
scamiv d825930121 unit trails: remove unused motionTrailCanvas layer 2026-02-27 23:51:00 +01:00
scamiv fcc00f3be3 unit trails: tick fade, transport persist, nuke cleanup 2026-02-27 23:50:59 +01:00
scamiv 2429933bee hook into SmoothingWaterTransformer 2026-02-27 23:50:58 +01:00
scamiv 221406f212 v1 slob 2026-02-27 23:50:57 +01:00
scamiv e3d09f7f93 perf(worker): remove heartbeat; batch game updates 2026-02-27 23:50:56 +01:00
scamiv a7b72661d7 GameView: cache motionPlannedUnitIds to avoid per-tick allocations
CodeRabbit noted motionPlannedUnitIds() allocates a new array on every call.
Cache the ID list and rebuild only when motion plan membership changes (plan set/delete/clear), keeping per-tick UnitLayer work allocation-free in steady state.
2026-02-27 23:41:02 +01:00
scamiv 401819a2a6 perf(client): stop train motion plans from churning when finished
Guard train car/engine derived updates behind tile changes and stop advancing
once the cursor is clamped at the last path tile. Expire settled train plans
defensively to avoid stale motion-planned units being treated as “updated” every
tick, even though trains currently also clear plans via their isActive=false
despawn Unit update.
2026-02-27 23:41:01 +01:00
scamiv e3bf64eab5 perf(client): stop re-updating stationary motion-planned units
Only apply derived positions when the tile changes and drop finished grid motion
plans once past the last step to avoid per-tick update churn after arrival.
2026-02-27 23:40:59 +01:00
scamiv 04d8998744 refactor(pathfinding): remove unused PathStatus.PENDING
Drop PENDING from PathStatus/PathResult and remove dead PENDING branches from
TradeShipExecution, TransportShipExecution, and WarshipExecution.
2026-02-27 23:40:54 +01:00
scamiv 0a5e427925 drop schema version header
Remove MOTION_PLANS_SCHEMA_VERSION and simplify packed motion plan buffers to
`[recordCount, ...records]`; update GameView to apply unpacked records directly.
2026-02-27 23:40:50 +01:00
scamiv 20f58fa0a4 perf(core): avoid double allocation in packMotionPlans
Rewrite MotionPlans.packMotionPlans to precompute total word count and fill a
single pre-sized Uint32Array with an index pointer (no intermediate number[]).
2026-02-27 23:40:46 +01:00
scamiv 82d4bd5978 core(game): derive plan-driven state from motion plans
- Remove `markUnitPlanDriven` from `Game`/`GameImpl`
- Centralize “maybe emit UnitUpdate” behind `GameImpl.onUnitMoved`
- Record trade ship motion plan before the first move to avoid redundant per-step unit updates
2026-02-27 23:40:37 +01:00
scamiv 2a7e2f9695 fix TradeShipExecution tests 2026-02-27 23:40:31 +01:00
scamiv 0cfbd3bd0c Fix plan-driven unit tracking leaks and TradeShipExecution fallthrough
- Delete unit IDs from `planDrivenUnitIds` in `GameImpl.removeUnit`
- Return early on `PathStatus.COMPLETE`/`NOT_FOUND` in `TradeShipExecution.tick` to avoid post-delete motion-plan logic
2026-02-27 23:40:19 +01:00
scamiv a067c5f7d5 fix: remove unit from plan-driven IDs on removal
Ensure that when a unit is removed from the game, its ID is also deleted from the plan-driven unit IDs set
2026-02-27 23:40:14 +01:00
scamiv 8292f2627d mark trade ships plan-driven on spawn
Add `Game.markUnitPlanDriven()` so executions can suppress per-step Unit updates
before the first motion plan is recorded.

Use it in TradeShipExecution to drop the spawn-time placeholder motion plan, and
align TransportShipExecution re-plan `startTick` with `ticksPerMove`.
2026-02-27 23:40:09 +01:00
scamiv 417a21eed7 Train motion plans 2026-02-27 23:40:03 +01:00
scamiv 0c18ef4530 perf(core): plan-driven ships via packedMotionPlans
Send movement intent as packedMotionPlans for trade/transport ships and stop emitting per-tick movement UnitUpdates for plan-driven unit ids.
2026-02-27 23:40:01 +01:00
evanpelle f09177f8fe Merge branch 'v29' 2026-02-26 17:40:57 -06:00
Evan 1f05e22277 Add Traefik integration to deployment script (#3302)
## Description:

Connects deployed containers to Traefik for automatic reverse proxy
routing, replacing the previous Cloudflare Tunnel approach.

```
 docker inspect openfront-staging-traefik --format '{{json .Config.Labels}}' | jq
{
  "traefik.enable": "true",
  "traefik.http.routers.openfront-staging-traefik.entrypoints": "web",
  "traefik.http.routers.openfront-staging-traefik.rule": "Host(`traefik.openfront.dev`)",
  "traefik.http.services.openfront-staging-traefik.loadbalancer.server.port": "80"
}
```

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
v0.29.18
2026-02-26 17:04:53 -06:00
Aotumuri a7b137b3b7 fix: place select controls below text (#3299)
## Description:

Updated `setting-select` layout to a vertical flow:
  - Header
  - Description
  - Selector

before
<img width="1306" height="770" alt="スクリーンショット 2026-02-26 19 10 36"
src="https://github.com/user-attachments/assets/7da2a9af-b8bd-4f7f-8cd6-f22946d07720"
/>
<img width="372" height="749" alt="スクリーンショット 2026-02-26 19 14 18"
src="https://github.com/user-attachments/assets/50148101-4c9e-4db5-b6c3-53f819ee9e6a"
/>

after
<img width="1470" height="827" alt="スクリーンショット 2026-02-26 19 10 01"
src="https://github.com/user-attachments/assets/9e36420b-a616-4056-8b11-ebb4bf25a5b2"
/>
<img width="692" height="832" alt="スクリーンショット 2026-02-26 19 10 15"
src="https://github.com/user-attachments/assets/3b3e8fbf-fd57-47c1-9c87-763df81d673a"
/>


## 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
2026-02-26 10:24:22 +00:00
Mattia Migliorini 7b785ea79a Fix alliance renewal prompt incorrectly dismissed for both players (#3297)
## Description:

NOTE: Applies to current main / beta version. Needs to be included in
v30.

When a player clicked "Renew Alliance", the `AllianceExtensionUpdate`
broadcast caused both players' renewal prompts to be removed, even the
one who hadn't yet acted. This happened because
`onAllianceExtensionEvent` called `removeAllianceRenewalEvents`
unconditionally on every client.

This PR fixes the behavior by calling `removeAllianceRenewalEvents` only
for the player that executed the action.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

deshack_82603
2026-02-25 21:12:58 -06:00
Aotumuri bd3db55a22 Add configurable attack ratio keybind increment setting (#2835)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #2822

## Description:

Adds an attack ratio keybind increment setting with a new dropdown UI,
wires keybinds to use the configured step, updates the attack ratio
adjustment logic, and makes the select reflect stored settings.

<img width="806" height="165" alt="スクリーンショット 2026-01-12 9 11 12"
src="https://github.com/user-attachments/assets/c6eaa96d-e147-4927-b3ed-964e832ecc36"
/>

## 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

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
2026-02-25 23:31:36 +00:00
bijx 7855e1b0e9 Feat: Troop transport retreats to closest owned tile v2 (#3286)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #1139

## Description:

New version of the #2789 PR that is cleaner after changes made to old
pathfinding logic.

Adds logic to troop transport retreat behaviour which retreats a
transport to the closest owned tile instead of the source. Now if no
shores are detected (you lost all your shoreline while the transport was
out) we handle the return case same as if the original source was no
longer your territory.

<img width="2541" height="1593" alt="image"
src="https://github.com/user-attachments/assets/4d2ff5e7-d10d-40f4-80e0-9f029cff61a2"
/>

## Video example from previous PR (works the exact same way in this PR):


https://github.com/user-attachments/assets/e43a3b10-e8b0-4f23-87f3-2dc4739de880

## 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:

bijx
2026-02-24 21:31:06 -06:00
dependabot[bot] e39140733b Bump minimatch from 3.1.2 to 3.1.3 in the npm_and_yarn group across 1 directory (#3294)
Bumps the npm_and_yarn group with 1 update in the / directory:
[minimatch](https://github.com/isaacs/minimatch).

Updates `minimatch` from 3.1.2 to 3.1.3
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/isaacs/minimatch/commit/00c323b188b704e5d4bc534ecec2268cfa70a32a"><code>00c323b</code></a>
3.1.3</li>
<li><a
href="https://github.com/isaacs/minimatch/commit/30486b2048929264f44d18822891cfffa02af78b"><code>30486b2</code></a>
update CI matrix and actions</li>
<li><a
href="https://github.com/isaacs/minimatch/commit/9c31b2d4e0af72a6c2d2d62c5dbc2247da669802"><code>9c31b2d</code></a>
update test expectations for coalesced consecutive stars</li>
<li><a
href="https://github.com/isaacs/minimatch/commit/46fe687857cf02f6cf45469cc593b97e11b10c96"><code>46fe687</code></a>
coalesce consecutive non-globstar * characters</li>
<li><a
href="https://github.com/isaacs/minimatch/commit/5a9ccbda64befc5d94b965534dbea2853c92aebd"><code>5a9ccbd</code></a>
[meta] update publishConfig.tag to legacy-v3</li>
<li>See full diff in <a
href="https://github.com/isaacs/minimatch/compare/v3.1.2...v3.1.3">compare
view</a></li>
</ul>
</details>
<br />


[![Dependabot compatibility
score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=minimatch&package-manager=npm_and_yarn&previous-version=3.1.2&new-version=3.1.3)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

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

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

---

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

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

</details>

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2026-02-24 21:28:26 -06:00
evanpelle 9b96b07820 test: add vitest-canvas-mock for local canvas support
Fixes UILayer tests failing locally due to the native canvas package
not being compiled. vitest-canvas-mock provides a jsdom-compatible
Canvas 2D API mock without requiring native build tools.
2026-02-24 15:59:14 -06:00
Evan 7f03072e9b revert skin trials (#3293)
## Description:

Skin trials has been a failure, very low fill rate and cause a major
drop in sales.

reverts 


https://github.com/openfrontio/OpenFrontIO/commit/97d0a05d58e926e3de4ba46d8dd14a04d60d6698

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
v0.29.17
2026-02-24 15:47:21 -06:00
FloPinguin 339ace0bd6 v30 nuke wars preparation: Disable boats & Team spawn zones (#3263)
## Description:

Preparation for nuke wars, for v30.
Next PR will be adding the nuke wars modifier for public games, but
Wonders https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged first to avoid merge conflicts.

### 1. Disable boats setting

It's possible to disable `UnitType.TransportShip` now. Because they are
not needed in nuke wars and can even be annoying.

<img width="720" height="320" alt="image"
src="https://github.com/user-attachments/assets/661bc10d-b204-4b4f-b876-ee7c9b92de8c"
/>

### 2. Team spawn zones for random spawn

Maps can have `teamGameSpawnAreas` in their json file now.
Spawn areas are currently active if 
- a supported map is chosen (Baikal Nuke Wars or Four Islands)
- a supported team size is chosen (2 teams on Baikal Nuke Wars or 2/4
teams on Four Islands)
- random spawn is enabled

## 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
v0.30.0-beta1
2026-02-23 16:12:24 -06:00
scamiv 4b917c4153 Performance Overlay rework/redesign (#3274)
## Description:
updates the Performance Overlay to be more usable
(draggable/resizable/scrollable), adds tick-level metrics (TPS +
per-layer tick timings), and reduces overhead when the overlay is
hidden.

### UI/UX
- Overlay layout updated to a fixed, pixel-positioned panel (default
near top-left) with a dedicated drag handle.
- Overlay is touch-draggable (pointer events) and remains usable on
small viewports via internal scrolling.
- Overlay width is resizable with a right-edge handle; width is clamped
to viewport bounds.
- Render/tick layer breakdown sections are collapsible, with headers and
“last tick” summaries.

### New metrics
- Adds TPS reporting:
  - Current TPS (ticks in the last 1s).
- Average TPS over the last ~60s, computed using elapsed time so it’s
accurate before a full 60s passes.
- Adds per-layer tick profiling (“Tick Layers”) alongside render
profiling (“Render Layers”).
- Adds “render-per-tick” metrics so render-layer costs can be understood
per simulation tick (frames + per-layer totals).

### Performance / overhead
- Avoids profiling overhead when the overlay is hidden:
- `GameRenderer` only calls `FrameProfiler.clear()/consume()` and
per-layer `start/end` when profiling is enabled.
- Tick-layer duration tracking is only collected when profiling is
enabled.

### Settings plumbing
- `UserSettings` now dispatches a `user-settings-changed` `CustomEvent`
on `set()` / `setFloat()`.
- The overlay listens for `settings.performanceOverlay` changes so
visibility stays in sync even when toggled outside the overlay.

## Implementation notes (by file)

- `src/client/graphics/layers/PerformanceOverlay.ts`
  - Adds TPS tracking using a timestamp ring + moving heads (1s / 60s).
- Adds UI state for collapsibles, drag + resize pointer tracking, and
new breakdown models:
    - Render layers: EMA avg/max + per-tick render aggregation.
    - Tick layers: EMA avg/max + last-tick durations.
- Copy-to-clipboard snapshot now includes TPS, tick layers, and
render-per-tick last-tick details.

- `src/client/graphics/GameRenderer.ts`
  - Gates render-layer profiling behind `FrameProfiler.isEnabled()`.
- Accumulates per-render-layer timings across frames and publishes them
once per tick via `updateRenderPerTickMetrics(...)`.
- Measures tick-layer durations (per layer `tick()` call) and publishes
them via `updateTickLayerMetrics(...)`.

- `src/core/game/UserSettings.ts`
- Adds `emitChange(key, value)` to dispatch `user-settings-changed` to
`globalThis` (best-effort).

- `resources/lang/en.json`
- Adds/updates `performance_overlay.*` strings for TPS and the new
render/tick layer sections.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

DISCORD_USERNAME

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-02-23 14:22:56 -06:00
Nolhan e5ce278cb1 refactor: enhanced Join Private Lobby form (#3284)
## Description:
This pull request enhances the `JoinLobbyModal` component by using the
`<form>` component and the `@submit` event. It allows the user to use
the enter (return) key to submit instead of grabbing its mouse to click
on "Join Lobby".
It also introduces a new `submit` argument to the `Button` component.

## 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:
@nolhan__

PS: The tests from `tests/InputHandler.test.ts` are failing on both
`main` and my branch. EDIT: They no longer fail through the workflow so
I guess I didn't have the correct environment
2026-02-23 19:02:24 +00:00
VariableVince 4788316504 Small refactor: unnecessary Array.from (#3279)
## Description:

Array.from was performed on this.player.alliances(), which already
returns an array. Also it was saved in a const which isn't strictly
necessary, same goes for the array in the loop below it.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-02-23 09:17:15 +00:00
VariableVince c3a8d06cbb Perf: tradeship spawn (#3240)
## Description:

Please merge for v30 if possible.

Use .find instead of .filter for tradeShipSpawn since we're only looking
for the first (if any) port found at the given tile anyway.

Also just return targetTile instead of getting porr.tile() because
targetTile is tile we found the port on.

Also use no intermediate const, just return right away based on outcome
of units.find.

Found when working on PR #3220. But tradeShipSpawn is out of 3220's
scope since it won't be called by playerImpl buildableUnits() anymore,
it should and will be only ever used by TradeShipExecution via
playerImpl canBuild().

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-02-22 21:57:12 -06:00
FloPinguin d48415ac2a Game creation rate: 1 minute -> 2 minutes 🔧 (#3259)
## Description:

Can we maintain a one-minute game creation rate with three times as many
lobbies?

I don’t think so - we should allow more time for players to join.

It still shouldn’t bore players, since they can also join the special
mix lobby. That lobby includes both FFA and team games and fills more
quickly due to the higher frequency of compact-map matches (the Wonder
PR https://github.com/openfrontio/OpenFrontIO/pull/3224 needs to be
merged for that).

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-02-22 21:56:09 -06:00
VariableVince 1d73401c72 Small perf: find() instead of filter() for retreat (#3277)
## Description:

Only need find() instead of filter() in orderRetreat and executeRetreat,
since we just need the first hit. Small perf win.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-02-22 21:54:10 -06:00
FloPinguin b1c4c9723c Followup leaderboard fix... (for mobile) (#3281)
## Description:

Column widths were off for some reason, I thought they were fixed...
So here is a followup PR

Previous:

<img width="467" height="782" alt="image"
src="https://github.com/user-attachments/assets/f5a084ea-e8b9-473b-abe4-d8c9d0d5d9de"
/>

Now:

<img width="454" height="779" alt="image"
src="https://github.com/user-attachments/assets/d845ec32-e76e-4ad5-aa62-5642a4c78da4"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-02-22 21:52:50 -06:00
Mykola f7b39faca7 Spawn. Fix respawn near the previos spawn (#3278)
## Description:

Because spawning is prohibited on tiles that have an owner, this created
a problem when a person tried to spawn near the center of their previous
spawn. This was resolved by relinquishing all the tiles conquered by the
previous spawn.

## 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:

nikolaj_mykola
2026-02-22 22:10:00 +00:00
FloPinguin edc3e20a9f Improve 1vs1 ranked leaderboard (#3270)
## Description:

The two tables look much more similar now
And you can see the player names now

Before:


https://github.com/user-attachments/assets/59f94e1a-5909-4d13-8ff3-bd36775f4ae6

After:


https://github.com/user-attachments/assets/51234d14-20c2-4b14-a7cc-ceef7cf9a8fd

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-02-22 18:52:59 +00:00
FloPinguin 9af4ff806c Fix nation name typo 🔧 (#3269)
## Description:

Fix nation name typo 🔧

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-22 16:53:12 +00:00
FloPinguin d50768e719 Put attacks display above events on mobile 🖌️ (#3272)
## Description:

tryout wanted that :)


https://github.com/user-attachments/assets/eeaf5447-cffe-4c4f-9734-ebc3edd9255e

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-22 16:52:34 +00:00
Mykola 097c42740c Random spawn. Avoid spawning near water. (#3009)
## Description:

Fixing
https://discord.com/channels/1359946986937258015/1360078040222142564/1463898386854973642

Now, if not all tiles on the spawn circle can be owned, the algorithm
tries to select another random spawn tile.

## 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:

nikolaj_mykola

---------

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-22 15:51:05 +00:00
FloPinguin 7c6c2b1fd8 Adjust bottom margin for lobby card layout on homepage (#3268)
## Description:

Before:

<img width="744" height="540" alt="image"
src="https://github.com/user-attachments/assets/79baafa3-0c80-470d-a7bc-da428a0d4402"
/>

After:

<img width="746" height="509" alt="image"
src="https://github.com/user-attachments/assets/ca3c57d4-0854-4879-9792-ee8e00ae164e"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-02-22 14:35:05 +00:00
FloPinguin 2fd8757e66 Notification dot for new versions (+ mobile dot improvements) (#3265)
## Description:

- **News notification dot (desktop + mobile)**: Added a red pinging dot
on the "News" nav entry that appears when a new version is released. The
current app version is saved to localStorage (`newsSeenVersion`) on
first visit. On subsequent visits, if the version has changed, the dot
appears. Clicking "News" dismisses it by updating the stored version.

- **Mobile Store**: Replaced the static "NEW" text badge on the Store
nav item with a red pinging dot (matching the desktop navbar style). The
dot is conditionally shown based on cosmetics hash changes tracked in
localStorage, and dismissed when the user clicks Store.

- **Help dot on mobile**: Added the yellow help dot (already present on
desktop) to the mobile navbar for consistency, shown for users with
fewer than 10 games played.

### Screenshots:

<img width="1028" height="97" alt="Screenshot 2026-02-21 174029"
src="https://github.com/user-attachments/assets/1ed460dd-4e41-4287-bcb9-73f431e8a953"
/>

<img width="513" height="700" alt="Screenshot 2026-02-21 174333"
src="https://github.com/user-attachments/assets/c6b81296-d36b-424e-9637-e738acd8007a"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-02-21 21:15:36 -06:00