Commit Graph

3406 Commits

Author SHA1 Message Date
VariableVince 0dc8fbf129 Fix inverse annexation (#3448)
## Description:

An inverse annexation could happen where the small player (even with
0,01% tiles owned) could fully annex the large player.

**TL;DR:** basically wrong use of calculateBoundingBox in
surroundedBySamePlayer, feeding it all bordertiles, making enemyBox far
bigger than it actually was in some cases. Which resulted in enemyBox of
small player with two small clusters at some distance from each other,
being seen as inscribing the largest cluster of the bigger player. While
that largest cluster is actually the border tiles of the bigger player
surrounding the main cluster of the small player. Instead of an
annexation of small by bigger, small would incorrectly annex bigger
completely.

**Situation:** bigger player fully surrounds main cluster of smaller
player. Those border tiles are also the largest cluster of the bigger
player, for which surroundedBySamePlayer is called.
SurroundedBySamePlayer finds the small player as the only bordering
enemy of this cluster. Then it needs to check which of the two players
is surrounded by the other one. EnemyBox uses calculateBoundingBox with
all border tiles of the small player as argument. The small player also
has at least one seperate cluster elsewhere, could be on another island,
which count as border tiles too. The enemyBox from the main cluster of
the small player to the seperate cluster elsewhere, can be huge. Now
inscribed() is called and it determines that largest cluster box of the
bigger player (which was in fact calculated correctly, also making use
of calculateBoundingBox) is surrounded by the bigger enemyBox. And so
the small surrounded player fully annexes the bigger player.

**Fix:** instead of a global enemyBox, we only need the localEnemyBox
that touches the largest cluster of the bigger player. With that,
inscribed() can correctly conclude that largest cluster box surrounds
the localEnemyBox. As a matter of fact isSurrounded() already used the
same method to calculate its enemyBox as introduced by @scamiv for v30:
https://github.com/openfrontio/OpenFrontIO/pull/3127/changes#diff-fb1101a2b50dd7c353d082ff7a3351cff5469b8249b3ebca91c10573a3dfaaf1

- Change in PlayerExecution
- Added test NoInverseAnnexation.test.ts, which fails before and passes
after the fix

The bug was introduced in this commit 10 months ago:
https://github.com/openfrontio/OpenFrontIO/commit/c4381a9ad3828b06764ab1a21fc1514e37aacfd7

It has probably led to some weird annexations happening since then. The
bug could seemingly happen on any map. But was noted recently a few
times on square islands (Sierpinski) or maps (The Box/The Alps), where
the circumstances probably highten the chances of the bug occuring.

**Bug reports:**

https://discord.com/channels/1359946986937258015/1481916231689703477/1481916231689703477

https://discord.com/channels/1359946986937258015/1481916231689703477/1481963273367851030

https://discord.com/channels/1284581928254701718/1479993924432171008/1479995658302652496

https://discord.com/channels/1284581928254701718/1479993924432171008/1481865495492956182
https://discord.com/channels/1284581928254701718/1483047153571201034

**BEFORE:**

https://github.com/user-attachments/assets/4440182b-f696-45cf-bb01-b10159df8763

**AFTER**, on the same replay but with the bugfix:

https://github.com/user-attachments/assets/5f461ab2-eb62-4cc3-ae07-e2224adbbc6a

## 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
2026-03-17 11:15:18 -07:00
bijx f356f09f81 Feat: Game Speed + Pause keybinds (#3397)
## Description:

Can't tell you how many times I've been playing solo, I try to go change
the speed from `Max` to `x1` and before I've opened the speed controls
and clicked on one the AI completely wipes me. But not to worry, we now
have a pause and speed toggle up/down keybinds!


https://github.com/user-attachments/assets/48692c27-888f-40fb-837a-45e26f262441

Keybinds were added to "Menu Shortcuts" submenu:

<img width="1750" height="1099" alt="image"
src="https://github.com/user-attachments/assets/8c4500d5-f43e-4a1c-9940-04db75bf18cf"
/>

Tested on Solo, custom match, and public lobbies. Pause intent works
correctly on solo and private match (only if you are host), and neither
feature works in public matches, as expected.



## 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:

bijx
2026-03-16 23:16:59 +00:00
FloPinguin c76ffd3641 Reduce spawn phase duration when random spawn is enabled ⏱️ (#3437)
## Description:

Reduces `numSpawnPhaseTurns` from 300 to 100 (matching singleplayer
duration) when random spawn is active. Since players can't choose their
spawn location in random spawn mode, there's no need for the full
300-tick spawn phase.

## 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
2026-03-16 15:58:26 -07:00
FloPinguin aa59dd23be Rebalance HvN (#3433)
## Description:

For the next v30 fix version

<img width="868" height="364" alt="imaege"
src="https://github.com/user-attachments/assets/520a999c-67e7-4c57-8651-895ad9eeb73a"
/>

HvN balancing for the revamped difficulty steps of v30 sadly doesn't
really work out...
In medium difficulty games humans nearly always win (boring)
In hard difficulty games humans usually lose
It was intended differently...

So lets get rid of medium difficulty HvN, always use hard difficulty and
disable the donation-capability for public game nations.
That will tune the human winrate towards a middle ground at about 65% I
think. Which should be nice.
Easier than in v29 (was frustrating sometimes) but not as easy as it's
now.

We can only test this in prod lol

## 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
2026-03-15 21:28:40 -07:00
gabigabogabu 371c51f05a Fix seam lines in Nile Delta map (#3432)
## Description:
Fix visible seam lines in the Nile Delta map caused by SVG tile
boundaries in the source image. Applied directional elevation blur (1x9
then 9x1 kernels) on land pixels only, preserving rivers and coastlines.

### Before

![before](https://raw.githubusercontent.com/openfrontio/OpenFrontIO/main/map-generator/assets/maps/niledelta/image.png)

### After

![after](https://raw.githubusercontent.com/gabigabogabu/OpenFrontIO/feature/nile-delta-seam-fix/map-generator/assets/maps/niledelta/image.png)

## Checklist
- [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

Discord: gabigabogabu

---------

Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
2026-03-15 20:29:26 +00:00
evanpelle 3919f17e8b Revert "Rearrange homepage game boxes & tune special modifier probabilities 🎲 (#3420)"
This reverts commit ea4355f03a.
2026-03-14 19:29:57 -07:00
evanpelle c8ed6b0e70 Merge branch 'v30' 2026-03-14 19:28:38 -07:00
Aotumuri 87d1b4d473 mls (v4.17) (#3416)
## Description:

mls for v30
Version identifier within MLS: 4.16

## 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
v0.30.8
2026-03-14 23:45:07 +00:00
evanpelle f6167d2d94 allow 3 send winner msgs, in case a client reconnects 2026-03-14 11:30:12 -07:00
Josh Harris da6969e726 Merge pull request #3426 from openfrontio/fix_stuck_lobbies
Fix public lobby timer stuck due to IPC race condition
v0.30.7
2026-03-14 06:10:13 +00:00
Josh Harris 3273931950 Fix public lobby timer stuck due to IPC race condition 2026-03-14 06:02:57 +00:00
Evan 5fb7f75f3d Server-side WebSocket message rate limiting & size enforcement (#3424)
## Description:

* Adds ClientMsgRateLimiter — a per-client token-bucket rate limiter
that gates all incoming WebSocket messages. Returns "ok", "limit"
(drop), or "kick" based on the violation type.

* Intent messages are capped at 500 bytes each (they are stored in turn
history for the game duration, so oversized intents
accumulate in server RAM). Violations kick the client.

* Winner messages bypass the byte rate limit (they include stats for all
players and can be 100s of KB) but are strictly capped at one per client
— a second winner message kicks the client.

* All other messages go through the standard per-second (10/s) and
per-minute (150/min) rate limits. Violations drop the message; byte
budget exhaustion kicks the client.

* WebSocket maxPayload set to 2 MB on game workers.
Invalid (unparseable) messages now immediately kick the client rather
than being silently dropped.
Unit tests added for all rate limiting behaviors.

## 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
v0.30.6
2026-03-13 21:15:10 -07:00
Josh Harris 4b33f3749d Fix duplicate game creation when opening private lobby (#3423)
## Description:

- Prevent `BaseModal.open()` from firing `onOpen()` twice when
Navigation.showPage() re-calls `open()` on inline modals
- Adds an `isModalOpen` early-return guard, matching existing behavior
in `OModal.open()`

## 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:

Jish
v0.30.5
2026-03-13 19:34:59 -07:00
evanpelle 9721aae9ab Kill and restart workers when IPC send fails
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 19:10:27 -07:00
evanpelle e596b998f8 terminate lobby ws on request 2026-03-13 18:55:59 -07:00
evanpelle 2741e315e0 kick players when intents too large v0.30.4 2026-03-13 18:44:18 -07:00
evanpelle d4321ba81f add intent based rate limits v0.30.3 2026-03-13 18:32:29 -07:00
evanpelle f2a7493bbf Revert "temporarily disable homepage footer ad"
This reverts commit 3ab778ace4.
v0.30.2
2026-03-13 12:31:33 -07:00
evanpelle add21ace42 Revert "Rearrange homepage game boxes & tune special modifier probabilities 🎲 (#3420)"
This reverts commit ea4355f03a.
2026-03-13 12:14:36 -07:00
evanpelle 536d3e63ae don't render ranked button on crazy games 2026-03-13 12:01:11 -07:00
FloPinguin ea4355f03a Rearrange homepage game boxes & tune special modifier probabilities 🎲 (#3420)
## Description:

**Homepage layout:** Reorder the game mode cards so FFA is the left
(large) box, Teams is the upper-right box, and Special Games is the
lower-right box. Mobile order updated to match (FFA → Teams → Special).

**Special game modifiers:**
- Adjusted modifier count roll to 40%/40%/15%/5% for 1/2/3/4 modifiers
(was 30%/40%/20%/10%) because having so many special games with 3/4
modifiers while we only have 8 modifiers in the pool is a bit dumb (from
the 8 modifiers two are mutually exclusive and 4 should be quite rare).
- Changed ticket counts in `SPECIAL_MODIFIER_POOL` so
isAlliancesDisabled and isHardNations are more rare.

## 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
2026-03-13 11:55:03 -07:00
FloPinguin 2419f77f17 Rearrange homepage game boxes & tune special modifier probabilities 🎲 (#3420)
## Description:

**Homepage layout:** Reorder the game mode cards so FFA is the left
(large) box, Teams is the upper-right box, and Special Games is the
lower-right box. Mobile order updated to match (FFA → Teams → Special).

**Special game modifiers:**
- Adjusted modifier count roll to 40%/40%/15%/5% for 1/2/3/4 modifiers
(was 30%/40%/20%/10%) because having so many special games with 3/4
modifiers while we only have 8 modifiers in the pool is a bit dumb (from
the 8 modifiers two are mutually exclusive and 4 should be quite rare).
- Changed ticket counts in `SPECIAL_MODIFIER_POOL` so
isAlliancesDisabled and isHardNations are more rare.

## 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
2026-03-13 11:54:39 -07:00
evanpelle 681aa98fb1 bugfix: don't remove player name renderer if name location is not set 2026-03-13 11:53:38 -07:00
evanpelle 3ab778ace4 temporarily disable homepage footer ad 2026-03-13 11:45:12 -07:00
evanpelle 28b2372ef5 shorten the control panel vertically a bit to increase center space for gameplay 2026-03-13 09:46:47 -07:00
Caly 106620ba3b The France Flag embraces its true colors! (#3418)
## Description:

The French Flag has its real colours now.
Source: https://fr.wikipedia.org/wiki/Drapeau_de_la_France

## 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:

canonulldreinull_
2026-03-13 09:15:03 -07:00
evanpelle ced65b7382 increase train spawn rate by 20% 2026-03-12 21:11:18 -07:00
evanpelle e8ee83e4b2 meta: expand trainGold free window from 6 to 10 stops and update tests 2026-03-12 21:09:18 -07:00
evanpelle 97fa84732b meta: increase base gold from tradeship 50k=>75k 2026-03-12 21:02:31 -07:00
evanpelle a03791bf19 team colors: reduce the hue range within a team so its more clear which team they are on 2026-03-12 20:36:33 -07:00
Evan 37f4f606f6 reduce margin for player info & control panel (#3414)
## Description:

To give more space in the center of the screen remove the top & bottom
margin. Also make the control panel & player info panel slightly shorter
& longer.

<img width="1167" height="961" alt="Screenshot 2026-03-12 at 7 20 40 PM"
src="https://github.com/user-attachments/assets/15baf640-daf0-4394-9107-d175130e7754"
/>

## 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
2026-03-12 19:50:43 -07:00
evanpelle 60e0ea6425 reduce lobby update rate from every 250ms => 500ms to reduce bandwidth 2026-03-12 16:22:03 -07:00
evanpelle ebe7f76cd3 fix: track max player count reached to correctly determine lobby phase, this is to prevent old lobbies reappearing when someone leaves before the game starts v0.30.1 2026-03-12 11:25:02 -07:00
evanpelle 4cfefdfb02 fix: don't report game as Lobby phase when players leave mid-game
After a player left, the server would fall back to Lobby phase if player
count dropped below the max — even if the game had already started.
Now checks hasStarted() before reporting Lobby phase.
v0.30.0
2026-03-11 21:30:04 -07:00
FloPinguin 3013133d08 Embrace the aftergame! 😄 (#3410)
## Description:

In v30 we have the following change to prevent teammates from destroying
your structures:

**Block nuking teammate structures** - Nukes blocked if they'd hit a
teammate's structure (that was possible by nuking oceans / rivers) (by
@FloPinguin)

Original idea was from Wonder.
I think it makes sense, but it has a side effect: The aftergame, which
many players love, will be dead because of this change.

<img width="835" height="103" alt="image"
src="https://github.com/user-attachments/assets/521b7915-be28-4d83-8d45-65835e7385ab"
/>

<img width="1101" height="105" alt="image"
src="https://github.com/user-attachments/assets/db74a9c6-da12-44a2-aa06-f042b8e58b8a"
/>

I think a lot of complaints will follow after v30 is live. 

So why not add a little bit of logic for the aftergame?
After a team wins/loses, players can nuke their teammates. No longer
need to aim for water. SAMs also intercept teammate nukes in this phase.

## 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
2026-03-11 20:39:39 -07:00
evanpelle 36572b69b5 radial menu: make elements brighter on hover 2026-03-11 20:35:23 -07:00
evanpelle 741a38c62b meta: only penalize train gold after 5 cities instead of 3 v0.30.0-beta5 2026-03-11 16:25:53 -07:00
evanpelle d09cc10b99 meta: update attack logic so its .7 currentAttackerLoss & .3 alt to prevent late-game stalemates, and make meta change more gradual 2026-03-11 16:23:28 -07:00
evanpelle 2c13c41077 make world more frequent in public games 2026-03-11 14:38:13 -07:00
FloPinguin 5e84227b54 Fix: Lobby websocket reconnects after stop() in singleplayer 🔧 (#3407)
## Description:

Calling `lobbySocket.stop()` closes the WebSocket, but the async `close`
event fires afterward and triggers `handleClose()` →
`scheduleReconnect()`, reopening the connection. In singleplayer, both
`onPrestart` and `onJoin` callbacks fire synchronously in a single
stack, so the second `stop()` call has nothing left to clean up - the
reconnect timeout gets set after both calls complete.

Adds a `stopped` flag that skips reconnection in `handleClose()` when
the socket was intentionally closed.

Surely this PR description is not AI generated.

Should reduce network load of the server because all the singleplayer
gamers no longer stay connected to the lobbies websocket forever. They
also no longer load all the map mainfest.jsons and thumbnails while they
are playing alone (rotation running in the background).

- [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
2026-03-11 14:36:32 -07:00
evanpelle fee625801d fix: track desynced clients as live set instead of accumulating count 2026-03-11 14:35:25 -07:00
Evan e922d336a1 update radial menu styling (#3404)
## Description:

Before:

<img width="215" height="239" alt="Screenshot 2026-03-10 at 10 29 12 PM"
src="https://github.com/user-attachments/assets/bb044425-eb2f-427c-afd6-6c9dd5d075aa"
/>

After:

<img width="240" height="207" alt="Screenshot 2026-03-10 at 10 27 33 PM"
src="https://github.com/user-attachments/assets/21ce4c3b-ab24-4af0-b608-6be5603320fb"
/>

## 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
v0.30.0-beta4
2026-03-11 10:06:38 -07:00
Evan 3e65d08942 reduce train gold after each city (#3400)
## Description:

Now that cities snap to existing rails, it's possible to line up dozens
of cities in a row, producing way too much gold. This PR reduces the
gold after each stop to prevent that. Gold only starts decreasing after
the 3rd city.

## 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
2026-03-10 20:16:47 -07:00
evanpelle 97767fa364 meta: increase SAM cooldown from 7.5s to 12s to compensate for previous SAM improvements 2026-03-10 18:47:28 -07:00
evanpelle 19a378942d Revert "meta: reduce train spawn rate to compensate for shared train track update"
This reverts commit df5fad1a1f.
2026-03-10 18:41:08 -07:00
FloPinguin 8329dd479e Mobile UI polish (#3401)
## Description:

### Fix attack percentage label causing slider width jitter on mobile by
setting a fixed width on the container


https://github.com/user-attachments/assets/41ea3b98-48fa-49f3-b22e-2a567f208dfb

### Reduce event panel max-height from 30vh to 15vh on mobile

Previous:

<img width="406" height="781" alt="Screenshot 2026-03-10 231050"
src="https://github.com/user-attachments/assets/ea83a75d-a0cb-4ce2-8714-99e822b028e9"
/>

After:

<img width="397" height="781" alt="Screenshot 2026-03-10 231414"
src="https://github.com/user-attachments/assets/153a4291-a3dc-4255-8a19-725bfdf6ff8b"
/>

### Change lobby buttons (Create/Ranked/Join) from `slate-700` to
`slate-600` for better contrast against the background

Previous:

<img width="411" height="387" alt="Screenshot 2026-03-10 232720"
src="https://github.com/user-attachments/assets/1fd8bc7a-dbaa-414a-8e74-a070c66c40c6"
/>

After:

<img width="408" height="495" alt="Screenshot 2026-03-10 232704"
src="https://github.com/user-attachments/assets/e7693a28-6560-4440-8581-91b1fd7a5cf5"
/>

## 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
2026-03-10 16:40:15 -07:00
Evan 3a195005d8 outgoing attacks (#3398)
## Description:

Show outgoing attacks on the PlayerInfoPanel. Also update the
AttacksDisplay so it uses the same icon for incoming & outgoing attacks

<img width="502" height="97" alt="Screenshot 2026-03-10 at 2 02 49 PM"
src="https://github.com/user-attachments/assets/de83bf4d-b1b9-4fec-a8c6-e25bbf82c942"
/>

<img width="483" height="167" alt="Screenshot 2026-03-10 at 2 03 02 PM"
src="https://github.com/user-attachments/assets/cf43106f-5f3a-4a78-abae-dff019de4fb4"
/>

<img width="509" height="203" alt="Screenshot 2026-03-10 at 2 03 28 PM"
src="https://github.com/user-attachments/assets/79db2081-dd93-4ff4-aaa7-75281c16c037"
/>


## 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
2026-03-10 14:08:31 -07:00
bijx 8eb879aff4 Fix: Coordinate Grid text is now white when dark mode is enabled (#3396)
## Description:

When the game was on dark mode, seeing the coordinate text on oceans
became impossible. Now we check for dark mode in the layer to change the
text color accordingly.

Light Mode:
<img width="3430" height="1669" alt="image"
src="https://github.com/user-attachments/assets/181d53f5-b218-4f85-9d06-7e80f5d20004"
/>

Dark Mode: 
<img width="3488" height="1706" alt="image"
src="https://github.com/user-attachments/assets/8a8e3951-31b4-448d-bc87-7fabd105e5fb"
/>


## 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:

bijx
2026-03-10 19:59:08 +00:00
Evan f61d2fb59f update control panel UI: larger text, troop colors (#3395)
## Description:

During the playtests people mentioned the UI was too small. Also change
the troop color because white & green was difficult to read.


<img width="559" height="196" alt="Screenshot 2026-03-10 at 12 42 58 PM"
src="https://github.com/user-attachments/assets/9ba5ccaa-3113-4998-a016-e9936269f5de"
/>

<img width="491" height="96" alt="Screenshot 2026-03-10 at 12 43 15 PM"
src="https://github.com/user-attachments/assets/54f7886f-b830-451e-9a7a-3a764efdfbcc"
/>

<img width="574" height="208" alt="Screenshot 2026-03-10 at 12 43 25 PM"
src="https://github.com/user-attachments/assets/2583b492-1844-4814-8fd8-b7216a1dad60"
/>

## 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
2026-03-10 12:59:53 -07:00
TsProphet94 8d5ec2b792 Fix: Register Strait of Hormuz in map generator (#3393)
## Description:

This PR registers the straitofhormuz map in main.go. This ensures that
the map is processed and included when running the map generator, as it
was previously present in the resources but missing from the generation
pipeline.

## 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:

TSProphet
2026-03-10 10:13:55 +00:00