- Modified terrain shader parameters in GroundTruthData for better rendering.
- Added new user-configurable settings for water effects in TerrainShaderRegistry.
- Enhanced terrain compute shaders to incorporate water depth and blur adjustments.
- Refactored shader logic to improve water color blending and depth calculations
- Changed section title from "Shaders" to "Terrain" in WebGPUDebugOverlay.
- Updated default values for various terrain shader parameters to improve rendering quality, including noise strength, blend width, lighting strength, and cavity strength.
- Add terrain-compute-improved-lite.wgsl and terrain-compute-improved-heavy.wgsl
- Create TerrainShaderRegistry.ts for shader management
- Refactor TerrainComputePass to support dynamic shader switching
- Update TerritoryRenderer, TerritoryLayer, and GroundTruthData for new shader integration
- Enhance WebGPUDebugOverlay with additional debugging capabilities
- Introduced WebGPUComputeMetricsEvent to track compute timing.
- Added WebGPUDebugOverlay component for displaying WebGPU performance metrics.
- Refactored TerritoryLayer to utilize new shader management for territory rendering.
- Updated shaders to support new parameters for enhanced visual effects.
- Removed deprecated territory border mode settings from UserSettingModal and SettingsModal.
- Enhanced GroundTruthData to manage new textures for owner indices and relations.
- Improved shader parameter handling in TerritoryRenderer and related classes.
This commit enhances the WebGPU rendering pipeline, providing better performance insights and visual fidelity through improved shader management and debugging capabilities.
Store defended influence in defendedStrengthTexture and sample it in territory render shader
Recompute defended strength on tick for state-updated tiles and for post-change dirty tiles, with full-map fallback when diffs are large
Pack defense posts by owner on GPU (owner offsets + posts buffer)
Remove old defended clear/update passes and epoch-based params
Replace epoch-based defended texture tracking with hard-clear approach for
improved reliability and performance. Remove complex dirty state tracking
and epoch incrementing logic in favor of direct hard clears before rebuilds.
Changes:
- Remove wasDefensePostsDirty tracking from TerritoryRenderer
- Replace numUpdates > 0 checks with hasStateUpdates boolean
- Hard-clear defended texture before restamping instead of epoch management
- Mark DefendedUpdatePass as dirty when rebuilding defended state
- Rebuild bind group in DefendedUpdatePass when missing, not just on buffer change
This eliminates potential transient mismatches where defended rendering
disappeared between rebuilds and simplifies the update pipeline.
Replaced tile sampling for terrain colors with direct extraction from the theme object, significantly improving performance. Updated shore, water, shoreline water, plains, highland, and mountain color computations to utilize theme properties, eliminating the need for tile searches. This change enhances efficiency in terrain color management while maintaining visual fidelity.
Modified the workgroup size in the state-update compute shader from 1 to 64 for improved parallel processing. Adjusted the dispatch logic in StateUpdatePass to calculate the correct number of workgroups based on the new size, enhancing performance during state updates. Removed unnecessary terrain parameter upload in TerritoryRenderer to streamline resource management.
Updated the terrain recomputation logic to trigger asynchronously, improving performance by allowing rendering to continue without blocking. This change ensures that the terrain will be ready for the next frame, which may result in displaying stale terrain for one frame but enhances overall rendering efficiency.
Refactor the monolithic TerritoryWebGLRenderer into a modular, extensible
architecture that separates ground truth computation from rendering passes.
This change also includes related improvements to game state management and
hover information handling.
WebGPU Architecture Refactor:
- Extract all shaders to external .wgsl files (no inlined shaders)
- Separate ground truth data management (GroundTruthData) from rendering
- Create pass-based architecture with ComputePass and RenderPass interfaces
- Implement compute passes: StateUpdatePass, DefendedClearPass, DefendedUpdatePass
- Implement render pass: TerritoryRenderPass
- Add TerritoryRenderer orchestrator with dependency-based execution ordering
- Add WebGPUDevice for device initialization and management
- Add ShaderLoader utility for loading .wgsl files via Vite ?raw imports
Performance Optimizations:
- Dependency order computed once at init (topological sort)
- Early exit checks at orchestrator and pass levels
- Bind groups rebuilt when textures/buffers are recreated
- Zero per-frame allocations (reuse command encoders and staging buffers)
Architecture Benefits:
- Easy to extend with new compute/render passes (borders, temporal smoothing, etc.)
- Clear separation between tick-based compute and frame-based rendering
- All shaders in external files for better maintainability
- Ground truth data computed once and reused by all passes
Related Changes:
- Add defended tile state support to GameMap (isDefended/setDefended)
- Expose tileStateView() for direct GPU state access
- Extract hover info logic to HoverInfo utility
- Remove TerrainLayer (terrain now rendered by WebGPU territory pass)
- Update GameRenderer to use transparent overlay canvas
- Add viewOffset() method to TransformHandler
Files:
- Deleted: TerritoryWebGLRenderer.ts (1217 lines), TerrainLayer.ts (77 lines)
- Added: 17 new files in webgpu/ directory structure
- Updated: TerritoryLayer.ts, GameRenderer.ts, PlayerInfoOverlay.ts,
GameMap.ts, GameView.ts, GameImpl.ts, TransformHandler.ts, vite-env.d.ts
## 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:
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:
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
Add a thinner hover ring for the ranked/create/join action buttons via a new --shadow-action-card-hover variable, apply the same ring to the flag and skin selectors, and split the solo button's hover scale to expand mostly vertically so it doesn't clip horizontally.
## Description:
Refactors tab handling out of the individual modal components and into
the base o-modal component. Tabs are now declared by passing tabs,
activeTab, and onTabChange props, and a new named header slot pins
consumer-supplied content above the tabs. This standardizes the modal
tab look.
<img width="1089" height="290" alt="Screenshot 2026-05-06 at 12 17
33 PM"
src="https://github.com/user-attachments/assets/08d5a039-0aef-4aa7-b972-1e43b8723685"
/>
## 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:
Currently it is impossible to search for 2 letter clan tags (UN, FR,
EU), this is because of an off by one error present in the API
## 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:
Babyboucher
## Description:
Simplifies the attacking-troops overlay: removes the soldier icon and
strength bar, dropping each label down to just the troop number in cyan
(outgoing) or red (incoming) with a soft dark text-shadow halo and no
background fill so territory borders show through cleanly. Also splits
the label into outer (transitioned position) and inner (instant scale)
divs so zoom changes no longer get smeared by the 0.25s cluster-move
transition, retunes the zoom→size curve, and skips incoming labels from
bot tribes to cut clutter.
<img width="374" height="307" alt="Screenshot 2026-05-04 at 5 53 17 PM"
src="https://github.com/user-attachments/assets/a7044221-06cc-4027-b19a-6ff4ca8f542a"
/>
## 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
CSS mask-image triggers a CORS fetch, which failed for the CDN-hosted medal SVG. Switched to a Vite ?raw import so the SVG is embedded as a data URI at build time — no network request, no CORS.
Also stripped the SVG of Inkscape metadata and replaced filter-based color inversion with a plain fill="white", shrinking it from 3,278 → 955 bytes (387 bytes gzipped).
Adds adfree: boolean to player in UserMeResponseSchema and replaces the flares-length heuristic in Main.ts with a direct check of this field to determine whether ads should be shown.
## Description:
One dependency less: remove uuid. It is only used to get the three
random digits after "Anon" if no name is present in localStorage.
Crypto.randomUUID also gives us a UUID v4 and can already be used from
Utils > generateCryptoRandomUUID. Not noticable when it comes to speed
either.
## 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
## Description:
Continuation from #3276
Adds the complete client-side clan UI as a Lit web component
(`<clan-modal>`), a typed API client with Zod-validated responses,
shared response schemas, and a reusable `<confirm-dialog>` component.
### New: `ClanModal.ts`
| View | What it does |
|------|-------------|
| **My Clans** | Lists joined clans + pending join requests (built from
`/users/@me`, no extra fetches) |
| **Browse** | Search by tag (min 3 chars), paginated results,
configurable per-page (10/25/50) |
| **Clan Detail** | Stats, paginated + searchable member list, role
badges, join/leave/request actions |
| **Manage** | Edit name (max 35 chars) + description, toggle
open/invite-only, disband |
| **Transfer** | Leadership transfer with member selector + confirmation
|
| **Requests** | Approve/deny join requests (leader/officer) |
| **Bans** | View and unban (leader/officer) |
| **My Requests** | View and withdraw outgoing requests |
### New: `ConfirmDialog.ts`
Reusable `<confirm-dialog>` Lit component — replaces native
`confirm()`/`prompt()` which are blocked or broken on mobile and
CrazyGames iframes. Supports danger/warning variants and an optional
textarea (used for ban reasons). Fires `confirm`/`cancel` events.
### New: `ClanApi.ts`
Typed API client covering all clan endpoints. Every response is
Zod-validated. Auth header is always last in the spread (can't be
overridden by callers). Unknown server error messages always fall back
to a generic client-side string — never displayed verbatim.
### New: `ClanApiSchemas.ts` (in `src/core/`)
Shared Zod schemas for clan API responses with max-length constraints on
`name` (35) and `description` (200). Lives in `core/` so it can be
consumed by both client code and the leaderboard table.
### Modified: `ApiSchemas.ts`
- Added `clans` and `clanRequests` arrays to `UserMeResponseSchema`
- Moved clan leaderboard schemas out to `ClanApiSchemas.ts`
- Renamed `LeaderboardClanTagSchema` → `RequiredClanTagSchema`
### Modified: `Api.ts`
- Added `invalidateUserMe()` to bust the cached `/users/me` response
after mutations
- Removed `fetchClanLeaderboard` (moved to `ClanApi.ts`)
### Tests
- `ClanModal.test.ts` — rendering, view navigation, user actions
- `ClanApiQueries.test.ts` — fetch functions, error handling, pagination
- `ClanApiMutations.test.ts` — join, leave, kick, ban, promote,
transfer, etc.
- `ClanApiBans.test.ts` — ban/unban calls and error paths
- `ClanApiSchemas.test.ts` — Zod schema validation edge cases
- `LeaderboardModal.test.ts` — updated imports
## Notable design decisions
- **Not-logged-in state** — shows "Sign in to join clans" instead of
false "no clans" empty state
- **Rate limit feedback** — reads `Retry-After` header and surfaces wait
time to the user
## 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
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
When multiple nukes detonated in the same tick, clearTrail was called
once per dying unit. Each call scanned all remaining units to repaint
overlapping trail tiles — O(dead × alive × trail_len) per tick.
Replace with a deferred batch: dying units are queued into
pendingTrailClears during drawUnitsCells, then flushTrailClears()
processes them all at once after the draw pass. All trail tiles are
cleared in a single loop (skipping duplicates), followed by one repaint
scan of surviving units — O((dead + alive) × trail_len).
Also fixes a minor bug in the original: the surviving unit's
relationship is now used when repainting its trail (previously the dying
unit's relationship was used, which gave wrong colors in alternate-view
mode).
## 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:
Updating TypeScript to 6.0.3.
Updating TypeScript-eslint to 8.59.1 for TS6 support.
Concurrently needed to get updated as well to remove deprecated warning.
Most things deleted are now just defaults.
## 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:
Babyboucher
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)
## Description:
Part 3/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).
This PR adds the retreat control and override behavior for warships:
- Manual override: moving a warship manually cancels retreat and
suppresses auto-retreat for 5 seconds
- Aggro override: a retreating warship will aggro a nearby enemy
transport or warship before continuing retreat
- Heal-at-port command for sending a warship to a friendly port manually
- Friendly-port validation for HealAtPortExecution
- Regression tests for manual override, aggro override, and heal-at-port
behavior
## 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:
zixer._
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Some new players were having trouble finding themselves on game start
* Emits a GoToPlayerEvent (zoom=8) on the first turn after the spawn
phase, using a hasGoneToPlayer flag to ensure it only fires once per
session
* Adds a zoom parameter to GoToPlayerEvent so callers can specify a
target zoom level
* Adds smooth zoom animation to TransformHandler — the camera now eases
to the target scale alongside the existing position easing, with
screen-center correction to avoid visual jumping on mobile (where canvas
and map dimensions differ)
* Moves GoToPlayerEvent, GoToPositionEvent, and GoToUnitEvent out of
Leaderboard.ts into TransformHandler.ts, where they logically belong
## 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:
StructureIconsLayer and StructureDrawingUtils fixes and improvements.
Most notably have it restore structure icons after webGL context loss.
Inspired by @Skigim's
https://github.com/openfrontio/OpenFrontIO/pull/3339,
https://github.com/openfrontio/OpenFrontIO/pull/3480. Fixes his
https://github.com/openfrontio/OpenFrontIO/issues/3207, contains only
those fixes from the Issue that are actually valid and needed fixes, on
top of his earlier merged PR.
### CONTAINS (partly written by AI, excuse the exaggerated language)
**1.**
* ** AutoDetectRenderer: ** now, if Hardware Acceleration is unavailable
or disabled, Structure Icons will be displayed using Canvas renderer.
Otherwise it will use either WebGL or WebGPU, depeding on which is
available. PixiJS currently prefers WebGL but it will switch this to
WebGPU at one point. We can also force it to WebGPU as explained in the
comment.
* ** Canvas: ** on Canvas, what doesn't work is gracefully skipped. The
non-working parts will be fixed, see this issue in their repo, but until
then it will work fine for us anyway:
https://github.com/pixijs/pixijs/issues/11981
* **WebGPU Context Loss:** PixiJS doesn't restore this context itself.
Instead we do it by calling setupRenderer again on device loss.
* **WebGL Context Loss:** To know when we need to restore the layer,
don't use native event (`webglcontextrestored`) but use PixiJS's
internal hook (`this.renderer.runners.contextChange`). This prevents our
cache-clearing commands from interrupting Pixi while it's still busy
rebuilding its internal GL State Machine buffer. With links severed, we
need to clear and rebuild all icons to restore them.
* **WebGL Context existance Check (`this.renderer.context?.isLost`):**
This prevents a crash in PixiJS. Fixes black map background and all
graphics frozen, which has been reported a few times. Issue created in
their repo: https://github.com/pixijs/pixijs/issues/12032.
* **Redraw:** for Canvas context restore or on Alt-R, a call from
GameRenderer now actually restores icons. Also called for WebGPU device
loss and after contextChange WebGL restoration. Checks for WebGL
context.isLost so a calls from Alt-R etc won't meddle while GL context
is lost.
* **Orphaned Object Leaks:** In PixiJS v8, `Container.destroy()` does
*not* recursively destroy its children. This PR explicitly adds
`.destroy({ children: true })` inside icon deletion states. This stops
thousands of `PIXI.Sprite` and `PIXI.BitmapText` child nodes from
leaking and choking Pixi when it attempts a WebGL restore.
* **Texture Lifecycle:** Invalidate caching logic in `SpriteFactory` now
correctly executes `.destroy(true)` on `PIXI.Texture` objects.
Previously, they were only deleted from the textureCache Map, retaining
a phantom grip on GPU memory buffers.
* **Don't remove PIXI.Texture.EMPTY from textureCache: `createTexture()`
in `SpriteFactory` stores `PIXI.Texture.EMPTY` (a singleton) in
`textureCache` when a structure type has no known shape. When not
preventing removal of the EMPTY texture, `clearCache()` would call
`texture.destroy(true)` on PixiJS's shared global empty texture,
breaking all sprites in the renderer that fall back to it.
**2. Small Memory/Perf Optimizations**
* **The Shared 2D Canvas Optimization:** To prevent allocating endless
tiny `<canvas>` elements every time a structure color is loaded,
`SpriteFactory` now utilizes a cleanly shared `colorCanvas` singleton.
To keep this safe from hardware acceleration crashes (where the 2D
context dies alongside WebGL), it accurately nullifies itself in
`clearCache()` and lazily instantiates on the next call
(`getImageColored()`).
* **Bypassing Inefficient Textures Cache:** Now passing the `skipCache:
true` argument implicitly to dynamic UI elements via
`PIXI.Texture.from(structureCanvas, true)`.
* **Zero-Allocation Filters (No more GC Stutters):** `renderGhost()`
previously spawned numerous `new OutlineFilter(...)` WebGL shaders when
hovering over invalid tiles, compounding to many leaked Shader Programs.
We hoisted these filters to static class properties initialized once,
and went a step further: hoisted the wrapping Array structures too
(`filterRedArray`, `filterGreenArray`). This eliminates many pointless
micro-allocations and GC sweeps entirely.
**BEFORE, for webGL:**
https://youtu.be/durJxNFNePs
**AFTER, for WebGL:**
https://youtu.be/VnYEFMx4gfM
**AFTER, for Canvas:**
https://youtu.be/zT720oKxcaI
**AFTER, for WebGPU:**
https://youtu.be/J09Wee2qTs8
The performance optimizations weren't well measurable in my tests but
there's no downgrade at least. WebGPU should bee better than WebGL when
we would force it but again, currently PixiJS prefers WebGL hardcoded so
only if we disallow WebGL will it use WebGPU if it is available,
otherwise fallback gracefully to Canvas still.
Canvas skips parts gracefully, as long as the non-breaking issue exists
in PixiJS (as explained above):
<img width="952" height="705" alt="AFTER Canvas in Firefox skips
non-supported gracefully"
src="https://github.com/user-attachments/assets/17e8d8ab-05dc-47cb-ab11-f0f4d015a42a"
/>
## 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
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
## Description:
<img width="276" height="178" alt="Screenshot 2026-04-29 at 4 18 23 PM"
src="https://github.com/user-attachments/assets/ed2d0416-00c2-4d55-8ee1-d7804b6276ab"
/>
## 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
updates wording to "Public Player ID"
## Description:
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:
w.o.n
## Description:
Replaces the HTTP POST /api/start_game/:id endpoint with a WebSocket
intent, making private game start consistent with how kick_player and
update_game_config already work. Also verifies that only the lobby
creator can start a game.
## 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:
Cross-origin CSS-mask icons were failing on Chrome and Safari because
mask: url(...) triggers a CORS-mode fetch (unlike plain <img>), and
stale browser caches without ACAO break per-user. Instead change the
svgs with the appropriate colors so we don't need to mask them
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
Resolves#3755
## Description:
The game ID in the history details panel was displayed as plain
unselectable text, making it difficult to copy.
Replaced the static text div with the existing <copy-button>
component in compact mode, which allows users to click the game ID
to copy it to clipboard instantly.
No screenshot provided — feature requires a logged-in account to access
game history. The change replaces a static text div with the existing
<copy-button compact> component on line 118 of GameList.ts.
## 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
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Description:
StructureLayer.loadIcon and StructureDrawingUtils.loadIcon hand-roll new
Image() and feed the result into a canvas. With assets now served from a
cross-origin CDN, the default no-cors fetch tainted the canvas, and
WebGL's texImage2D rejected the upload `Uncaught SecurityError: Tainted
canvases may not be loaded`. Setting crossOrigin = "anonymous" before
src switches to a CORS-checked fetch (R2 already returns ACAO), so the
canvas stays clean and the texture upload succeeds.
Other new Image() and <img> sites in the codebase don't need the change
— they're either DOM-only or read naturalWidth/naturalHeight only.
## 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