- Introduced a dropdown UI in TerritoryLayer for selecting motion modes (euclidean, axisSnap, manhattan, chebyshev).
- Updated TerritoryWebGLRenderer to handle the new motion mode settings, enhancing rendering behavior based on selected modes.
- Enhanced shader logic to incorporate motion mode effects, improving visual representation of territory transitions.
- Updated logging to include the current motion mode for better tracking of rendering performance.
- Introduced UI elements in TerritoryLayer for toggling the visibility of static and all borders, as well as selecting seed sampling modes (none, 2x2, 3x3).
- Updated TerritoryWebGLRenderer to handle new debug options for border rendering and seed sampling, enhancing visual debugging capabilities.
- Enhanced shader logic to incorporate new debug settings, allowing for improved visualization of territory transitions and border behaviors.
- Improved logging to include new debug options for better tracking of rendering performance and state management.
- Introduced UI elements for enabling contested drawing and selecting contest patterns (blueNoise, checkerboard, bayer4x4) in TerritoryLayer.
- Updated TerritoryWebGLRenderer to handle contest pattern modes and integrate them into the rendering logic.
- Enhanced shader logic to support new contest pattern modes for improved visual representation of contested territories.
- Added functionality to synchronize contest state and pattern mode between the UI and renderer.
- Introduced a UI for adjusting triple buffering and interpolation delay modes.
- Implemented exponential moving average (EMA) for interpolation delay to enhance animation stability.
- Added functionality to save and restore the position of the smoothing debug UI.
- Enhanced logging to include new debug options for better tracking of territory rendering performance.
- Adjusted the denominator calculation for interpolation to use the actual tick interval, allowing animations to scale correctly with tick speed.
- Removed the previous 250ms cap that caused early animation completion at slower tick speeds, improving visual fidelity during territory transitions.
- Updated shader logic to interpolate between old and new territory snapshots without blending.
- Enhanced displacement calculations for smoother transitions, ensuring accurate visual representation of territory changes.
- Improved border rendering logic to maintain visual clarity and reflect ownership accurately.
- Simplified comments for better understanding of the rendering process and territory state management.
- Updated seedAt function to clarify coordinate handling and improve readability.
- Enhanced distance calculations for smooth territory transitions, ensuring accurate visual representation.
- Improved border rendering logic to maintain a pixelated look while accurately reflecting territory ownership.
- Added debug visualization options to assist in tracking territory transitions during development.
- Updated debug visualization options to enhance issue tracking during development.
- Simplified comments for better understanding of seed handling and animation behavior.
- Adjusted blending logic to maintain a pixelated look while ensuring smooth transitions between old and new territories.
- Improved border rendering logic to reflect stable territory edges without alpha blending.
- Introduced hoverStartTime to track the duration of player hover highlights.
- Implemented logic to disable hover highlights after a specified duration of 5000 ms.
- Updated setHoveredPlayerId method to reset hoverStartTime when a new player is hovered.
- Adjusted shader logic to only draw borders in alternative view
- Updated comments for better understanding of rendering behavior in alternative view mode.
- Simplified color blending
- Updated seed validation checks to simplify smooth animation handling.
- Adjusted comments for clarity regarding seed conditions and animation behavior.
- Enhanced performance by skipping unnecessary computations when seed data is invalid.
- Updated seed distance calculations to check for valid seeds before applying smooth logic, enhancing performance.
- Simplified color mixing and edge handling based on the presence of old and new seeds, improving visual fidelity during transitions.
- Streamlined shader logic to reduce unnecessary computations when no changes are detected.
- Deleted TerrainLayer class to streamline rendering architecture.
- Updated GameRenderer to remove TerrainLayer instantiation.
- Enhanced TerritoryWebGLRenderer to manage terrain textures and rendering directly.
- Added terrain texture handling and shader updates for improved visual fidelity.
- Introduced terrainView method in GameImpl and GameMap for terrain data access.
- Introduced ENABLE_CONTEST_TRACKING constant to toggle contest tracking functionality.
- Updated TerritoryLayer to conditionally handle contest updates and rendering based on contestEnabled state.
- Refactored TerritoryWebGLRenderer to manage contest-related uploads and rendering based on contestEnabled flag.
- Improved shader logic to incorporate contestEnabled uniform for better control over contest rendering.
- Remove unused GLSL noise functions (hash12, valueNoise, fbm) from TerritoryWebGLRenderer
- Remove contested fill smoke rendering code that used these noise functions
- Add contestTileCount field to TerritoryLayer to track total contested tiles
- Update debug output to include contest tile count for monitoring
- Updated contest strength calculations to utilize troop counts directly, enhancing accuracy in contest dynamics.
- Streamlined rendering logic by eliminating unnecessary checks and textures related to contest speeds, improving performance and clarity.
- Refactored related methods to focus on contest strength, ensuring a more cohesive approach to contest state management.
- Added support for change mask textures and framebuffers to track territory ownership changes.
- Introduced a new shader program for change mask processing, enhancing visual fidelity during transitions.
- Updated rendering logic to incorporate change mask updates, improving performance and accuracy in contested areas.
- Refactored related uniform and framebuffer management for better organization and clarity.
Refactor contest management in TerritoryLayer and TerritoryWebGLRenderer
- Updated contest duration handling to use ticks instead of milliseconds for improved precision.
- Introduced new tick-based state management for contest updates and rendering.
- Enhanced interpolation logic for smoother transitions between contest states.
- Removed obsolete smooth state handling and related properties to streamline code.
- Added support for older contest states in the WebGL renderer for better visual fidelity.
feat: Add view transforms and contest speed/strength visualization
- Add contest speed tracking with exponential moving average for dynamic contest visualization
- Add contest strength calculation based on attacker/defender troop ratios
- Implement view transform support (scale/offset) for zoom and pan functionality
- Add animated contest effects with noise-based cloud rendering
- Improve smooth territory transitions with better edge handling
- Add debug overlay for development with contest and rendering stats
- Refactor WebGL renderer to support world-space rendering instead of pixel-perfect
- Removed unused variables and logic related to contest state, including attacker relations and border management.
- Streamlined rendering logic by eliminating unnecessary checks for contested states, improving code clarity and performance.
- Added playerHighlightColor method to Theme interface and implemented it in PastelTheme and PastelThemeDark classes.
- Updated TerritoryLayer to redraw when the theme changes, ensuring consistent visual updates.
- Modified hoverHighlightOptions to use the new player highlight color for improved territory visualization.
- Removed redundant smooth state handling in TerritoryLayer, replacing it with a snapshot mechanism for smoother transitions.
- Updated rendering logic in TerritoryWebGLRenderer to utilize framebuffers for state management, enhancing performance and visual fidelity.
- Adjusted shader logic to accommodate new smoothing conditions and removed obsolete properties related to smooth state tracking.
Details:
Added per‑tile smoothing state in TerritoryLayer.ts (prev owner + change mask + 100 ms timing) and feed progress into the renderer each frame.
Added JFA seed + ping‑pong passes, prevOwner/changeMask textures, and smooth uniforms in TerritoryWebGLRenderer.ts, plus shader blending based on JFA distance.
- Introduced contest management in TerritoryLayer, replacing previous transition handling with a new system for managing contests between tile owners.
- Added methods to handle contest state, including starting, updating, and expiring contests.
- Updated TerritoryWebGLRenderer to support rendering contest data, including new textures and uniforms for contest owners, IDs, and times.
- Enhanced rendering logic to visually represent contest states, including color changes and border effects during contests.
- Added shared hover helper in HoverInfo.ts (same rules as PlayerInfoOverlay, including nearby ships on water).
- PlayerInfoOverlay.ts now uses getHoverInfo(...) instead of its local hover logic.
- TerritoryLayer.ts now uses getHoverInfo(...) and highlights the unit owner when hovering ships/boats.
- Updated transition handling in TerritoryLayer, replacing epoch and progress tracking with a more efficient system using arrays for start times and active masks.
- Introduced new methods to manage transition states and ensure proper initialization of transition data.
- Modified TerritoryWebGLRenderer to align with the new transition management, removing obsolete properties and updating uniform handling for transitions.
- Improved rendering logic to support smoother visual updates during tile transitions.
Refactor TerritoryLayer and Renderer for improved transition handling
- Removed unused imports and types, streamlining the TerritoryLayer code.
- Replaced the `TerritoryRendererStrategy` interface with direct usage of `TerritoryWebGLRenderer`.
- Enhanced transition management by introducing epoch and progress tracking for tile transitions.
- Updated rendering logic to utilize the new transition properties, ensuring smoother visual updates.
- Removed the CanvasTerritoryRenderer and related logic, consolidating rendering responsibilities within the WebGL renderer.
- Introduced a new `TileTransition` type to manage tile transitions.
- Added methods to handle the beginning and updating of tile transitions.
- Enhanced `TerritoryRenderer` interfaces to support transition progress.
- Updated `TerritoryWebGLRenderer` to manage transition textures and rendering.
- Modified `GameView` to track owner changes for tiles, enabling transition effects during gameplay.
- Added `lastPaletteSignature` to track palette changes.
- Implemented `computePaletteSignature()` to generate a unique signature based on player views and settings.
- Introduced `refreshPaletteIfNeeded()` to refresh the palette when the signature changes, ensuring visual consistency in the TerritoryLayer.
## Description:
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.
## 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:
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:
Five performance improvements to the map generator, measured on three
maps of increasing size. End-to-end time on `world` improved ~15×, heap
allocations ~19×.
| Map | Before | After | Speedup |
|-----|--------|-------|---------|
| bosphorusstraits (~612K tiles) | 578ms / 594MB | 45ms / 134MB | 13× /
4.4× |
| world (~2M tiles) | 2333ms / 2128MB | 150ms / 553MB | 15× / 3.8× |
| giantworldmap (~8M tiles) | 10701ms / 9300MB | 635ms / 2509MB | 17× /
3.7× |
Changes (one commit each):
- **`--workers` flag**: bounds concurrent map processing to limit peak
memory
- **Flat `[]bool` visited sets**: replaced `map[string]bool` keyed by
`fmt.Sprintf` with flat `[]bool` indexed `x*height+y` — the dominant
cost
- **`neighborCoords` with stack buffer**: eliminates per-call slice
allocation for neighbour lookups
- **`Terrain` struct 24→16 bytes**: field reorder + `uint8` type for
`TerrainType`
- **Nil buffers early**: releases image/terrain arrays as soon as
they're no longer needed
- **BFS mark-visited on push**: each tile enters the queue once instead
of up to 4×, halving queue memory
also fixes a bug (according to Claude):
Here's the bug: createMiniMap downscales by averaging/sampling 2x2
blocks, copying field values across — including Ocean=true from the
parent scale. When a single connected ocean at 1x splits into multiple
disconnected bodies at 4x (because narrow water channels disappear when
you halve resolution), those smaller fragments still carry Ocean=true
from the carryover. The 4x processWater call picks the new largest
fragment and sets it to Ocean=true, but never clears the others — so
multiple disconnected bodies end up flagged as Ocean.
This PR's fix: before the new BFS pass, zero out every Ocean flag, so
only the truly-largest body at the current scale ends up marked.
It's incidental to the perf work but it's a real semantic change — the
on-disk .bin files will differ from main on any map where ocean splits
across downscaling. The PR doesn't mention it, which is why I flagged
it.
---------
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
## Description:
Loading spinner:
https://github.com/user-attachments/assets/9033b707-7499-4a52-b0c6-d96d8f331ee3
## 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:
fixed issue when leaving and trying to rejoin a clan without a reload
## 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