> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.
**Add approved & assigned issue number here:**
Resolves#4164
## Description:
Single line change, making sure the ActionableEvent is updated after
removing the alliance that just ended.
## Please complete the following:
- [x] I have added screenshots for all UI updates
-# There are none
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
-# There are none
- [x] I have added relevant tests to the test directory
-# I do not know how I would to it.
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Katokoda
Ports the sound-emission logic from v31's deleted FxLayer into a new
controller registered with the game renderer. Per-tick it scans the
worker's update stream and emits PlaySoundEffectEvent for unit launches,
nuke detonations, structure/warship builds (local player only), and
conquests where the local player is the conqueror.
**Add approved & assigned issue number here:**
Resolves#2549
## Description:
Themes are purely for the client's rendering, and the server doesn't
need context on them. This PR moves `Theme.ts` from
`src/core/configuration` to `src/client/theme` and moves affiliation
colors to `render-settings.json`.
This is to support the ability to add additional themes more quickly,
such as colorblind-friendly themes. No visible changes occur from this
refactor.
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
jetaviz
---------
Co-authored-by: Josh Harris <josh@wickedsick.com>
Resolves#1793
## Note:
@camclark also has a PR (#4073) for this issue and his design is really
nice. I hope his PR gets merged. I opened this PR because I already had
a simple solution which I made a few days ago (just 25 lines). If for
some reason his PR doesn't get merged I propose this as an alternative.
Thanks.
## Description:
Add real-time countdown ETA for boats.
<img width="516" height="70" alt="2026-06-01_00-06"
src="https://github.com/user-attachments/assets/82d7ee7c-b0a3-44c8-9999-799e483c2f69"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
goose126
The structureSprites toggle was only read by the toggle UIs themselves —
no rendering code ever consulted it. Drops the getter/setter from
UserSettings, both toggle rows (SettingsModal + UserSettingModal), and
the en.json keys. Other-language entries are left for Crowdin to reap.
Adds a "Classic icons" toggle in the structure-icons section of the
Graphics Settings modal. Off (default) keeps today's renderer look;
on switches to a classic style — lighter player-colored shape behind
a dark icon glyph, with 0.75 alpha for a subtle translucent feel.
Exposes the underlying tuning as new render-settings knobs
(`structure.fillDarken`, `borderDarken`, `iconAlpha`, `iconR/G/B`) and
threads them through the structure shader as uniforms, replacing the
previously hardcoded `darken(_, 0.65)` / `darken(_, 0.35)` calls and
the hardcoded white `vec3(1.0)` icon color. The `classicIcons` boolean
in the override schema is the single user-facing knob; the generator
derives the five underlying field values from it. Extends the
ClientGameRunner live-apply path to copy the `structure` slice too,
and adds tests covering the schema and preset derivation.
Adds a single "Name color" toggle (Colored / Black) to the Graphics
Settings modal, backed by a `darkNames` boolean in the override schema
that derives the five underlying name-rendering fields
(fill/outline player-color flags + static outline RGB). Forcing the
outline RGB to 0 in dark mode is what makes the shader's defaultFill
ramp actually render black — flipping the boolean uniforms alone
wasn't enough because the fill is derived from uOutlineColor when
fillUsePlayerColor is false.
Flips the render-settings.json defaults so black names are the
renderer baseline; the modal's no-override state follows the JSON
source of truth. Adds tests covering schema parse behavior and the
generateRenderSettings derivation for each override field.
## Description:
- Add a user-facing **Graphics Settings** modal accessible from the
in-game Settings menu, with live preview as sliders change.
- First two knobs: **Name Scale** and **Minimum Name Size** (the
name-cull threshold).
- Overrides stored as a single JSON blob in `localStorage` under
`settings.graphics`, validated by a Zod schema
(`GraphicsOverridesSchema`). Future graphics knobs just extend the
schema + slider list.
## How it fits together
- `generateRenderSettings(overrides)` (`RenderSettings.ts`) — pure
function: clones `render-settings.json` defaults, layers overrides on
top, returns a fresh `RenderSettings`.
- `UserSettings.graphicsOverrides()` / `setGraphicsOverrides()` —
read/write the blob; falls back to `{}` on a missing/corrupt entry.
- `ClientGameRunner` listens for
`USER_SETTINGS_CHANGED_EVENT:settings.graphics`, regenerates, and
`Object.assign`s each category into the live `view.getSettings()` slice
so passes pick up the new values on the next frame (no renderer
reconstruction).
- Modal reads defaults straight from `render-settings.json` so there's
no duplication.
<img width="599" height="515" alt="Screenshot 2026-05-28 at 11 18 43 AM"
src="https://github.com/user-attachments/assets/263d7d91-10d8-4a66-a069-10015c735d60"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
The lil-gui render-settings panel (createDebugGui) has been an orphaned
export since the WebGL renderer landed — no caller, no hotkey, no menu
entry. Wire it to a button in SettingsModal that toggles the panel on
and off, and group it with the existing Performance Overlay toggle
under a new "Development Only" section above the Exit Game block.
Names now follow the player's currently-selected spawn tile each tick
instead of going through placeName, which read a cluster bounding box
that only refreshed every cluster-calc cycle and was further throttled
to every other tick. Adds placeSpawnName and switches the spawn-phase
branch in GameRunner to use it.
## Description:
Replaces the DOM-based `AttackingTroopsOverlay` with
`AttackingTroopsController`, rendering attack troop counts through
`WorldTextPass` instead of a separate fixed-position DOM container.
## Summary
- New `AttackingTroopsController` polls `attackClusteredPositions()`
every 200ms and pushes labels to the WebGL view each frame, lerping
cluster positions over 250ms for smooth front-line movement (replaces
the old CSS `transform 0.25s` transition).
- `WorldTextPass` gains `setAttackTroopLabels()` and renders them at a
fixed on-screen size (zoom-independent) using `screenScale / zoom`.
- World text now draws on top of `NamePass` so attack callouts aren't
hidden behind centered player names.
- Fragment shader adds a soft quadratic dark halo around every
world-text label; extent uses the remaining SDF range after the hard
outline so it fades smoothly to zero (no rectangular clipping).
- Deletes `AttackingTroopsOverlay.ts`; existing unit tests repointed to
the controller's exported `alignClusterOrder`.
<img width="369" height="395" alt="Screenshot 2026-05-24 at 4 43 51 PM"
src="https://github.com/user-attachments/assets/4dbffe20-77f9-4c0f-b956-ecf543538f8d"
/>
## 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
Moves the AlternateViewEvent / ToggleCoordinateGridEvent subscriptions out of
ClientGameRunner into a dedicated controller in src/client/controllers/. Also
wires ToggleCoordinateGridEvent (M keybind) — previously emitted with no
listener — so the persistent coordinate-grid toggle works. Grid + alt-view
hide names only under alt-view; M keeps names visible.
## Description:
# Ghost structure cost label
Renders the gold cost of the currently-selected build under the ghost
structure cursor, with color-coded affordability/placement state. Honors
the
existing `cursorCostLabel` user setting (legacy name `ghostPricePill`,
already
shipping ON by default).
## Behavior
| State | Color |
|---|---|
| Can afford + valid placement | white |
| Can afford + can't place here (port on land, overlap, …) | gray |
| Can't afford | red |
The number is formatted via `renderNumber` (project-wide convention —
`1.5K`,
`1.23M`, etc.) and rendered as MSDF text at a fixed world-space scale,
centered
under the ghost icon.
## Implementation
The cost was already plumbed end-to-end on
[`GhostPreviewData.cost`](src/client/render/types/Renderer.ts) but never
visualized. This PR:
- Extends [`GhostPreviewData`](src/client/render/types/Renderer.ts) with
`showCost` (from setting) and `canAfford` (gold
vs. cost check, computed in
[BuildPreviewController](src/client/controllers/BuildPreviewController.ts)).
- Adds a `setGhostCostLabel(...)` channel to the MSDF text pass — one
persistent,
non-animated text instance alongside the existing ephemeral popups. No
new
pass, no new shader.
- Wires
[`Renderer.updateGhostPreview`](src/client/render/gl/Renderer.ts) to
push the label whenever a ghost is active.
- Renames `ConquestPopupPass` →
[`WorldTextPass`](src/client/render/gl/passes/WorldTextPass.ts) (and its
shader dir
`conquest-popup/` → `world-text/`) since it now handles conquest popups,
bonus popups, and the ghost cost label. Done with `git mv` so history is
preserved.
https://github.com/user-attachments/assets/c5b21bf3-f440-4c28-9b94-843df9bf6a37
## 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
Wires the existing ToggleStructureEvent (emitted on UnitDisplay button
mouseenter/leave) to view.setHighlightStructureTypes via a small
StructureHighlightController. StructurePass + StructureLevelPass already
implement the highlight visual — this just connects the two ends.
## Description:
Show factory and defence post radius for ghost structure when placing
structures from build bar (unitdisplay).
Show when city/port is placed directly over existing railroad, by
highlighting the railroad green. The railroad is not highlighted when
instead a city/port nearby the ghost structure will be upgraded instead
of placing it on the railroad. This works with the existing code in
buildableUnits in PlayerImpl: it would already return an empty array []
for overlappingRailroads and for ghostRailPaths when canUpgrade is
false. So the old checks for uiState for Canvas2D in
BuildPreviewController weren't even needed per se, they followed the
same logic as buildableUnits in PlayerImpl already did.
Both changes emulate how it worked before the move to WebGL.
- OverlappingRailroads now returns TileRefs instead of a railroad ID,
and it does so with less allocations than the previous code. It's a
determistic outcome, sorted and deduplicated. In doubt about this a bit,
because it's better also in case we ever do desync checks using this
data, but for the rendering it isn't needed per se and could be more
performant without allocations.
- Also: Cleanup obsolete Canvas2D rail highlighting state (UIState) that
was superseded by GhostPreviewData.
## 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
Resolves#3910
## Description:
- Split the events HUD into two components: a new
**`<actionable-events>`** that owns alliance prompts (request / renew)
and a slimmed-down **`<events-display>`** for everything else.
- Reworked `<events-display>` into two visual tiers: dim/scrolling tier
2 on top (trade results, unit losses, donations, alliance status),
prominent tier 1 anchored at the bottom (inbound nukes, naval invasion,
attack requests, alliance broken, conquered player, chat). Tier 2 caps
at the 4 newest entries; events expire after 8s.
- Added a transient **+gold pip** above the gold pill in
`<control-panel>`, animated with a small fade-in. Fires for trade ships,
trains, donations, and conquest. Trade-ship and train arrivals are
removed from the events scroll since they're surfaced here instead.
- New `MessageType.NUKE_DETONATED` and a server-side emission in
`NukeExecution.detonate` — once an inbound nuke lands or gets
intercepted, the inbound warning vanishes and a "detonated" entry takes
its place.
- `displayMessage` gained optional `unitID` and `focusPlayerID` params
so events can link to a unit or a player. Unit captures and destructions
now navigate to the unit's last tile when clicked; donations navigate to
the other player.
- ActionableEvents card width matches `<events-display>`; cards persist
until the user clicks Accept/Reject/Renew/Ignore or the server-side
request timeout expires.
- Removed the in-events category filter UI and the gold-amount banner —
`<events-display>` is now a lightweight log that hides entirely when
empty.
<img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM"
src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c"
/>
<img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM"
src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
The contents (Lit web components for in-game chat, build menu, leaderboard,
attack displays, etc.) are HUD, not graphics — the actual graphics is in
client/render/.