## Description:
The PR that added a highlight ring, broke highlights for other player
spawns. This PR fixes that, and makes the highlight ring more visible.
## 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:
Forgot to show cross cursor for mirv
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Mr.Box
## Description:
Fix blurry icons and add mirv to build bar
<img width="792" height="101" alt="image"
src="https://github.com/user-attachments/assets/a46c4724-c99b-4541-b56b-92ec662c8ec5"
/>
<img width="176" height="275" alt="image"
src="https://github.com/user-attachments/assets/dbcd2ed4-0f21-4065-9a52-9b16e9043270"
/>
## 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
## Description:
Fixes#2149
Losing a game now causes the "Keep playing" button to say "Spectate"
instead.
## 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
Nations will now send emoji when declining assistance requests.
- [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
Cancel alliance requests if the recipient attacks (#1733)
Problem: attacking a player right before accepting an alliance request
is very effective since the requester can't fight back or reclaim his
territory without canceling the alliance and being penalized with the
traitor debuff.
Change:
- Attacking a player after he requested an alliance automatically
rejects the request
- No changes to existing attacks in both directions, only new attacks
affect the request
- [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
- [x] I have read and accepted the CLA agreement (only required once).
regression is found:
IngloriousTom
## Description:
### ✅ Summary of Changes
This PR enables the ESLint rule **`@typescript-eslint/no-unused-vars`**
as requested in the issue and applies the necessary code adjustments
across the project.
#### 🔧 What was done:
- Activated the rule `@typescript-eslint/no-unused-vars` in the ESLint
config.
- Updated ~70 files to comply with the rule:
- Replaced unused variables with a `_` prefix where appropriate.
- Added inline ESLint disable comments (`eslint-disable-next-line`) for
specific cases where the variable or code block seemed important for
context, readability, or future use.
- Ensured no linting errors remain related to this rule.
---
### ❓ Clarification
Some cases were handled with inline disable comments instead of removing
the variable entirely, to avoid accidental breaking changes or loss of
intent.
If a different approach is preferred (e.g., stricter removal or
alternative handling), I’m happy to adjust the implementation
accordingly — just let me know!
---
### 🙌 Next Steps
Please review and let me know if:
- Any file should be handled differently.
- You prefer removal instead of disabling in certain areas.
- Additional rules should be enforced or reverted.
I’m available to make any follow-up improvements needed.
---
### 🎃 Hacktoberfest Note
I'm participating in **Hacktoberfest**, so if this PR is accepted,
please add the label:
`hacktoberfest-accepted`
Thank you!
#1784
## 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
## Description:
Fixes#2015
Improved the Player Panel UI for better usability and appearance.
**Screenshots**
<img width="334" height="523" alt="2"
src="https://github.com/user-attachments/assets/bd0afaac-07df-4abc-a20f-208a0783e558"
/>
<img width="337" height="523" alt="3"
src="https://github.com/user-attachments/assets/f712ad77-4546-487b-9a9c-2c535b8a45f7"
/>
**Future Plan**
Add a modal for sending gold and troops to other players from the Player
Panel.
<img width="343" height="494" alt="sending troops"
src="https://github.com/user-attachments/assets/9c9c21db-e13a-426f-93e9-b477a9db442a"
/>
## 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:
abodcraft1
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Resize the target fx.
It's still a little too big in my opinion, but it becomes very blurry
when shrinked down.
https://github.com/user-attachments/assets/c3cda98d-ed57-4933-93b4-1cc7f1cb8e50
The UI Layer should probably not be bound to the zoom level so we can
have a sharper UI.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
When zoomed out the tracks don't alias well and makes the map too busy.
## 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:
Building off of [this
PR](https://github.com/openfrontio/OpenFrontIO/pull/2090) which
implemented music, I extend this functionality to add sound effects.
Diff will be reduced if and when that PR gets merged!
I think the game would benefit from more sound effects, and adding a
"ka-ching" sound effect on kill seems like an easy place to start.
The ka-ching sound effect was found
[here](https://freesound.org/people/AKkingStudio/sounds/684165/) and is
licensed under Creative Commons.
## 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
Demo video with sound:
https://github.com/user-attachments/assets/18c857a4-a741-492a-bbc1-68d4f3ba38da
## Please put your Discord username so you can be contacted if a bug or
regression is found:
basedgob
---------
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
## Description:
Make the unit display bar a proper unit build bar
Add shortcuts for all structures and units
Add ranges for ranged structures and units
Changed the shortcuts to use the key instead of the code for
internationalization purposes

<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Mr.Box
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
add music to the game
Describe the PR.
add music
<img width="549" height="770" alt="image"
src="https://github.com/user-attachments/assets/d8457d85-6f63-4024-8b69-572f8c9bb225"
/>
## 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:
Lucas
## Description:
This PR enables the ESLint rule `no-case-declarations`.
Fixes#1791
The issue was already assigned, but since there hasn’t been any activity
for about a month, I decided to open this 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:
aotumuri
## Description:
Update leaderboard logic to exclude dead players.
Players (including myPlayer) are only shown if alive.
https://github.com/user-attachments/assets/0a5c0422-4844-41ae-ae0b-3d7d8473491c
## 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
## Description:
I have found most attack information to not be very useful, particularly
during the late game when MIRVs are flying and cities and ports are
being gained/lost by the hundreds.
However, even in these circumstances I would still like to see incoming
nuke messages.
Attacks filtered out, incoming atom bomb message still appears:
<img width="425" height="166" alt="Screenshot 2025-09-24 at 12 13 07 AM"
src="https://github.com/user-attachments/assets/242f4552-4509-487a-8ac2-bdd7f9cd1d40"
/>
## 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
- [ ] 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:
JohnnyBravo13
## Description:
- Adds warship count, transport count (deployed out of maximum) to unit
display
- Adds a target that appears when a boat attack is dispatched, which
disappears when the boat attack arrives
- Updates the unit display alt text to pass through translation
## Please complete the following:
- [X] I have added screenshots for all UI updates (see below)
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file (in this case it is only alt-text)
- [X] I have added relevant tests to the test directory (n/a, fully
visual)
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
See new target effect and addition to units display
As each transport ship arrives, the target draw stops, together with the
effect for the trail.
https://github.com/user-attachments/assets/c36c57d3-e2b7-456e-85ab-1e786bd28a07
## Please put your Discord username so you can be contacted if a bug or
regression is found:
@dxtron_28992 (my invite is still pending to dev discord)
## Description:
Fixed terrain layer not rendering properly in Firefox.
- Resize the canvas before working with pixel data
- Changing canvas size (even to the same size) clears the buffer, so
getImageData() taken before resize isn’t valid for putImageData()
(Firefox seems to be more strict in enforcing this than Chrome)
- Replaced getImageData() with createImageData() since the cleared
canvas has no pixel data to read anyway
Before:
<img width="1911" height="1289"
alt="{39DC7F5A-A01C-4D1A-94C5-6DE7A73E6F66}"
src="https://github.com/user-attachments/assets/23f80289-5331-429a-85df-7c330cf8b42b"
/>
After:
<img width="1898" height="1286"
alt="{4D330565-E6F2-4AFC-8191-7E7DB36E065B}"
src="https://github.com/user-attachments/assets/acf62391-3123-4d55-a5ca-fb20f48f2d41"
/>
## 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 **(not
relevant)**
- [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:
franz4557
## Description:
Skins with custom colors sometimes have lighter secondary color making
the structure icons hard to read. so instead we keep the lighter color
as structure background
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Add support for colored territory patterns/skins
* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
*
## 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:
Player names are hidden, except small sized fonts, when zoomed in too
much(near max), improving user experience by allowing users to see
structures clearly without the obstruction of text
## 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(no need)
- [x] I have added relevant tests to the test directory(n/a)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Video
[video](https://streamable.com/e/mlrfqo?)
## Please put your Discord username so you can be contacted if a bug or
regression is found:
_federalagent
## Description:
Redesign the player info panel to match the bottom panel.
Changes:
- Added alliance timeout
- Various css restyling
Old:
<img width="180" height="276" alt="image"
src="https://github.com/user-attachments/assets/4ae8994b-868c-4eb8-b42a-85f0f0ec2f96"
/>
New:
<img width="179" height="239" alt="image"
src="https://github.com/user-attachments/assets/c29c34e5-5bfd-468e-9947-e0ac319fbccf"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Noticed many people are struggling to see where they choose to spawn or
forget where they chose , what leads to confusion.
solved it with this animation around the spawning player cell.

<img width="231" height="265" alt="image"
src="https://github.com/user-attachments/assets/22e157a5-301d-4d41-8f2c-21a9dd09a1f6"
/>
ALSO: Added a missing translation for hebrew
## 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:
boostry
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Move assets out of non-commercial so they can be relicensed to Creative
Commons BY-SA 4.0 in a follow up 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
Derived from [LeviathanLevi
PR](https://github.com/openfrontio/OpenFrontIO/pull/1847)
Connect stations over water by automatically building bridges
Changes:
- Railroad construction to water is allowed from shore lines
- Railroad construction from water is allowed to shore lines too
This creates bridges a few tiles long.
<img width="1058" height="680" alt="image"
src="https://github.com/user-attachments/assets/493737b9-7aff-4ee2-88ea-7638f6af7c91"
/>
<img width="361" height="317" alt="image"
src="https://github.com/user-attachments/assets/24a71a7a-1ba1-4c88-a89e-876127024148"
/>
fixes#1837
- [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:
IngloriousTom
## Description:
Close https://github.com/openfrontio/OpenFrontIO/issues/1844
Fix `src/client/graphics/layers/EventsDisplay.ts` translation logic that
prevented messages without parameters from being translated.
Now it shows the message correctly:
<img width="383" height="179" alt="image"
src="https://github.com/user-attachments/assets/22a4dac5-ae68-40e1-bd11-f0f13e93b5fd"
/>
## 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:
yumika8269
## Description:
Sometimes I found it interesting to know what flag players choose, now
its possible with this new feature.
Feature added to the players panel.
- Added the Full flag name
- Added the flag svg
- countries with no flag, the whole section will be hidden
<img width="250" height="388" alt="My own Flag"
src="https://github.com/user-attachments/assets/69eda520-83f7-4864-8cc1-f19419f13143"
/>
<img width="250" height="388" alt="Bot with flag"
src="https://github.com/user-attachments/assets/1d4e9fbd-1b63-4dae-8bf7-38d3e78a3c80"
/>
<img width="250" height="388" alt="Bot with no flag"
src="https://github.com/user-attachments/assets/7ae06b30-4e26-49d6-a136-23d82c11b1f6"
/>
## 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 ( Made local
tests seems to all work with long or short names)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## My discord:
boostry
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Closes#883
Adds the ability to see combined Launchers, SAMS, Warships & Cities per
team on the TeamStats component
<img width="252" height="267" alt="Skærmbillede 2025-08-17 112010"
src="https://github.com/user-attachments/assets/96efb350-cd08-450b-9c8f-771f64c91236"
/>
<img width="415" height="257" alt="Skærmbillede 2025-08-17 112122"
src="https://github.com/user-attachments/assets/3cdb8fce-a9dc-489a-a72c-9bb343f0677a"
/>
## 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:
Killersoren
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
This PR ensures the radial menu is within the viewport.
When clicking right next to the edge of the screen in the browser, the
menu will now use transition to ease itself into the viewport, so the
menu will stay visible at all times.
Issue: https://github.com/openfrontio/OpenFrontIO/issues/1596
<img width="666" height="571" alt="image"
src="https://github.com/user-attachments/assets/a1663b62-96a3-4bfd-830d-8ee2424834ed"
/>
## 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:
WoodyDRN
## Description:
Describe the PR.
This PR makes the playerInfoOverlay collapsible by clicking on the
player name.
This overlay was covering a decent chunk of the mobile screen.

Now the details can be toggled by just clicking on the name freeing a
lot of the screen on mobile.

## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
tls_15
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
Since the in-game Settings became their own modal in v24, it blocks game
control but the game goes on in the background. On mobile it is full
screen so you don't even notice the game still playing in the
background.
Of course players understand that a Multiplayer game will move on. But
for Single Player, the game mode played by beginners too, you'd expect
the game to be paused and are surprised when it isn't. Same goes for
Replays.
This PR fixes it:
- Pause when opening the in-game Settings modal during replay or single
player game.
- Unpause again when closing the Settings modal (if not already paused
before opening the Settings).
- The icon for pause/unpause isn't switched in GameRightSideBar during
this, as the sidebar is blurred in the background anyway.
## 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
- [ ] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
---------
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
Problem: attacking a player right before accepting an alliance request
is very effective since the requester can't fight back or reclaim his
territory without canceling the alliance and being penalized with the
traitor debuff.
Change:
- Attacking a player after he requested an alliance automatically
rejects the request
- No changes to existing attacks in both directions, only new attacks
affect the request
- [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
- [x] I have read and accepted the CLA agreement (only required once).
regression is found:
IngloriousTom
## Description:
Added a red delete button with trash can icon to the right-click radial
menu that allows players to voluntarily delete their own units.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Kipstz
<img width="286" height="209" alt="image"
src="https://github.com/user-attachments/assets/85142be3-2aa5-4c84-ab30-0c68289c8f85"
/>
---------
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
Show 3 purchasable patterns on the death screen (1 on mobile still)
Also remove death screen ads since they would take up too much space
<img width="743" height="517" alt="Screenshot 2025-08-29 at 8 04 41 PM"
src="https://github.com/user-attachments/assets/3f9a32e4-2a69-478e-8458-6a1ae193b0b3"
/>
## 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:
When purchasing a territory pattern, set it after successful purchase
## 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:
To advertise patterns, show a random, purchasable pattern on the end
screen.
* Refactored the pattern button into a reusable PatternButton lit
component
* Used tailwind instead of CSS for styling because the CSS affects lit
components due to using the light-dom
* Removed the tooltip, didn't seem necessary since there is already a
big "purchase" button under the pattern
<img width="383" height="556" alt="Screenshot 2025-08-25 at 1 26 26 PM"
src="https://github.com/user-attachments/assets/3f109cea-2759-4a07-9322-4a1a30b43503"
/>
## 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:
This PR does two things:
1. Allows you to send an alliance request to approve an existing
request, ex:
* player A sends req to player B
* now player B can send an ally request to player A, which accepts the
request from player A.
This way even if you lose or don't see the alliance notification, you
can still accept the alliance.
2. Have AllianceRequestExecution reject the request if not accepted or
rejected. There is a bug where sometimes the EventDisplay does not
trigger the delete() function, resulting in hung alliance requests. I
couldn't figure out why the delete() function is sometimes not called,
but I think it's better design to have core/ itself handle abandoned
alliance requests, this was UI bugs can't break the game state.
## 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:
evan
## Description:
Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.
Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.
Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.
<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Add option toggle for structure sprites
Add new icons
Add new shapes
Add scaling for text and bigger text
<img width="853" height="548" alt="image"
src="https://github.com/user-attachments/assets/2f3e0b3d-af34-485b-a897-11fd74f6c51a"
/>
<img width="690" height="375" alt="image"
src="https://github.com/user-attachments/assets/9dea3fc2-6054-473d-9530-0222e49948ac"
/>
## 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
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Mr. Box
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
This update encourages alliances by modifying how train-based trading
works. Trading is now restricted to allied networks, and allied trades
offer better rewards than self-trades, incentivizing cooperation.
Changes:
- Train destinations are now limited to stations owned by the player or
their allies.
- Delivering a train to one’s own station grants 4,000 gold.
- Delivering a train to an ally’s station grants 5,000 gold to both the
sender and the receiver.
This system encourages players to form alliances, especially with
factory-focused players.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Current SAM behavior is to shoot a missile as soon as a nuke is in
range.
Players can exploit it by overshooting behind the SAM, so the SAM
missile will take way longer to reach the nuke, usually too late to
prevent its explosion.
This PR introduces a "smart" targeting system that allows SAM to
calculate an optimal interception tile along the nuke's trajectory. They
can also preshot before the nuke becomes vulnerable, as long as the
interception tile will be within the vulnerable window.
This change makes SAM range enforcement much more strict.
Changes:
- Nukes now precompute their full trajectory on creation and update
their current position index every tick.
- SAMs use this trajectory data and their own missile speed to calculate
the ideal interception tile.
- SAM missiles now aim directly at that interception point rather than
chasing the nuke.
Small changes on the fly:
- `BezierCurve` now uses a provided increment so the curve LUT is the
optimal size
- Increased nuke opacity when untargetable: 0.4 → 0.5
- Slightly extended nuke vulnerability range to SAMs: 120 → 150
===
Preshot an incoming nuke still in the unfocusable state. Notice how the
nuke is destroyed as soon as becomes focusable:
https://github.com/user-attachments/assets/9fbf1ae4-33b4-4fa0-9b53-cb53f3adc17b
Shooting right at the range limit:
https://github.com/user-attachments/assets/d68793ac-b249-45fe-88bf-e20f70758449
Shooting behind the SAM:
https://github.com/user-attachments/assets/800cd7ff-d9d9-40f3-aba8-fa3ab526b3b2
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Allow the main menu modals to be closed by clicking the Escape key. The
manner by which this change achieves this is by adding a
connectedCallback to add a keydown EventListener, which closes the modal
on clicking Escape.
Relevant issue: #1586
My earlier PR was only for the in-game modals, as they can access the
Event Bus and receive the CloseViewEvent.
https://github.com/openfrontio/OpenFrontIO/pull/1604
As mentioned, this PR differs in that it does not use the Event Bus
because these are not in-game modals. The main menu modals do not have
access to the event bus.
Affected modals for this PR.
- UserSettingModal.ts
- TerritoryPatternsModal.ts
- SingePlayerModal.ts
- NewsModal.ts
- LanguageModal.ts
- JoinPrivateLobbyModal.ts
- HostLobbyModal.ts
- HelpModal.ts
- FlatInput.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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
slyty
---------
Co-authored-by: Antoine <antoine.gannat@gmail.com>
## Description:
The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.
Now players get a consistent 1k/s gold.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This PR implements a new radial menu system that separates attack and
construction functionalities into distinct buttons. Previously, all
units (both attack and construction) were grouped together in a single
orange button, making the interface confusing and inefficient.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Kipstzz
<img width="420" height="345" alt="image"
src="https://github.com/user-attachments/assets/73d67fe1-d5d2-4c7e-8894-360877fa7004"
/>
<img width="422" height="345" alt="image"
src="https://github.com/user-attachments/assets/e576d543-4156-48f4-81ac-e7a06d26b25b"
/>
## Description:
This PR introduces handling for the canvas `contextlost` and
`contextrestored` events to make the game's rendering more robust.
Previously, if the graphics context was lost (which can happen due to
browser memory management, GPU driver resets, etc.), the render loop
would continue to run, but most drawing operations would silently fail.
This resulted in a broken visual state where terrain, structures, and
other graphics would disappear, leading to what players have referred to
as the "black screen bug".
These changes implement the following:
1. In `GameRenderer`, event listeners are added to the main canvas.
2. On `contextlost`, the `requestAnimationFrame` loop is cancelled,
pausing rendering.
3. On `contextrestored`, a full redraw of all layers is triggered, and
the render loop is restarted, allowing the game to gracefully recover.
Additionally, a related bug in the `StructureLayer` is fixed. During a
redraw/restoration, the layer could attempt to render unit icons to its
canvas before the images were fully (re)decoded. The `init` method now
explicitly waits for all icon images to be decoded before drawing them,
ensuring the layer is restored correctly.
**Important Note:** This PR represents a partial fix for the context
loss issue. Specifically, the `StructureIconsLayer` remains in a broken
state after context restoration. This layer is rendered using Pixi.js,
which has its own specific process for handling renderer recovery. Due
to my lack of experience with the Pixi.js API, I was unable to implement
the fix for this layer. This would be an excellent follow-up
contribution for someone familiar with Pixi.
## 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
- [X] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aaa4xu