## Description:
Replaces the "Disable alliances" toggle in the host and single-player
lobbies with a "Custom alliances" control: a toggle plus a minutes input
(0 to 15, step 1).
- 0 minutes disables alliances, same behavior as the old toggle.
- 1 to 15 sets the alliance duration in minutes.
How it works:
- Adds one game-config field, `customAllianceDuration` (minutes).
- `Config.allianceDuration()` uses it when set (and falls back to the
existing 5 minute default), and `Config.disableAlliances()` returns true
when it is 0.
- The legacy `disableAlliances` boolean is still read, so older/archived
configs keep working.
- Validation reuses the existing `parseBoundedIntegerFromInput` and
`toggle-input-card` helpers, so it behaves like the other numeric lobby
options (spawn immunity, max timer).
- The join-lobby screen shows "Alliances: {x}m", or "Alliances:
Disabled" at 0.
<img width="279" height="145" alt="image"
src="https://github.com/user-attachments/assets/5a608e18-3811-4eef-a3a6-9344aaf667fe"
/>
<img width="270" height="152" alt="image"
src="https://github.com/user-attachments/assets/9d8a4d30-51e7-4e82-8ce0-121b12af1c61"
/>
<img width="270" height="144" alt="image"
src="https://github.com/user-attachments/assets/a65b20fb-0db5-4657-a964-880fad7c864e"
/>
## 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:
zixer._
## Problem
Focusing the number field of a `toggle-input-card` (Game Timer / Gold
Multiplier / Starting Gold, in both the single-player and host-lobby
modals) cost several ms of layout/paint **every tick** for as long as
the field stayed focused.
## Root cause
The input was rendered **conditionally** — `${this.checked ?
html`…<input>…` : nothing}`. Enabling a toggle therefore **freshly
inserts** the `<input>` into the DOM, and **focusing a just-inserted
input** is what forced the per-frame layout/paint. An input that was
already present in the DOM doesn't do this.
## Fix
Keep the input **permanently mounted** and toggle a `hidden` class when
unchecked, instead of conditionally rendering it. Focusing it is then
always focusing an element that was already there. Because both modals
share `<toggle-input-card>`, this single change fixes both.
Also restores the **autofocus + select** of the field on enable (it had
been removed earlier while chasing this bug) — safe now that the input
isn't freshly inserted.
No other UX change: the toggle behavior, checkmark, styling, and all
three cards behave identically.
## Testing
Hard-reload, then in both the Solo and Host-lobby modals, enable each of
Game Timer / Gold Multiplier / Starting Gold, type a value, and keep the
field focused — smooth, no per-frame jank, and the field autofocuses on
enable.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
Enabling **Starting Gold** (or **Game Timer** / **Gold Multiplier**) in
the single-player / host-lobby modal made the page spend several ms of
"Render" time **every frame** — for as long as the toggle stayed
enabled. Disabling the option made it stop.
## Root cause
Each `toggle-input-card`, on enable, auto-focused and selected its
number input so you could type immediately:
```ts
input.focus();
input.select();
```
A focused/selected editable inside the modal keeps the browser doing
layout/paint work every frame for as long as it stays focused. It
reproduces for any of the toggle-input cards because they all auto-focus
on enable, which is why Starting Gold, Game Timer, and Gold Multiplier
all triggered it.
> **Note on the earlier revision of this PR:** the first attempt passed
`{ preventScroll: true }` to `focus()`, on the theory that
scroll-into-view was the cause. It successfully stopped the scroll
(verified: modal scroll container `scrollTop 0 → 0`), but the per-frame
render cost remained. That ruled out scroll-into-view and proved the
focused editable itself — not the scroll — was the trigger.
## Fix
Remove the auto-focus entirely. Enabling a toggle no longer focuses its
number input, and the per-frame render cost is gone.
## Trade-off
You no longer get type-to-replace on enable — click the field before
typing the value. Worth it to eliminate the per-frame render.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves#4169
## Description:
Adds a delayed lobby start option.
Utilizes the same system as for public lobbies.
The default for the option is for lobbies to take 3 seconds to start,
however this can easily be changed.
The current setting is controlled through an enable-disable slider,
however there are multiple other options for how to control this.
For example we could do a slider, an input field, a dropdown etc. And i
dont necessarily know if the currently implemented option is the best.
Furhtermore im not sure if i have used the language file completely
correctly. There is now a duplicate field for both private and public
lobby. However there is not category shared between the two. So i
decided to reuse the field from public for private games, as this
simplified the code a bit.
**Host video**
https://github.com/user-attachments/assets/6f3db6e4-7323-4fad-8544-efb8cef4d969
**Non-host video**
https://github.com/user-attachments/assets/ee02a072-1f42-4dde-a5d9-120fda862eb7
## 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:
FrederikJA
## Description:
We have brand colors:
<img width="738" height="900" alt="Screenshot 2026-04-25 at 12 52 29 PM"
src="https://github.com/user-attachments/assets/aac69e87-91f2-4c3f-9f1e-f69f48f5943e"
/>
So update the homepage & in-game UI to use those colors:
<img width="1185" height="946" alt="Screenshot 2026-04-25 at 12 51
06 PM"
src="https://github.com/user-attachments/assets/89a0b12c-2db1-43d4-9500-fcf405c0f7ff"
/>
Also updated buttons to use the o-button element
## 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:
UI Extraction Host/Solo Modal
- Made all buttons do the same "press" feel (options/settings/random
map) are now the same as the map button.
- Also fixed a bug where you could "drag" the map image off the button.
## 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