Commit Graph

1981 Commits

Author SHA1 Message Date
Aotumuri 1bf7df1b68 Fix mobile logo spacing (#3842)
Resolves
#https://discord.com/channels/1359946986937258015/1381347989464809664/1500830892405424168

## Description:
Fixes a mobile layout issue where a large gap appeared below the
OpenFront logo, causing fewer menu options to be visible without
scrolling.

before
<img width="591" height="910" alt="スクリーンショット 2026-05-04 21 32 32"
src="https://github.com/user-attachments/assets/7d9de0de-8d19-4e54-bec6-2bc3b9dda6a5"
/>

after
<img width="603" height="1311" alt="OpenFront (ALPHA)"
src="https://github.com/user-attachments/assets/e606feee-0f33-4a8c-b100-514005a0d2aa"
/>


## 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

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-05-04 16:16:40 +00:00
Aotumuri 8ea3426628 fix: Show full store item names instead of truncating them (#3831)
## Description:

The store item cards were truncating names with an ellipsis. This change
updates the cosmetic card name label to wrap instead of truncating, so
the full name is always shown.

before
<img width="748" height="363" alt="スクリーンショット 2026-05-04 10 26 58"
src="https://github.com/user-attachments/assets/32030be3-6e92-4ca6-8117-451c0ae75582"
/>

after
<img width="756" height="585" alt="スクリーンショット 2026-05-04 10 27 30"
src="https://github.com/user-attachments/assets/20e0fd36-dea4-4236-852b-ca5a2cd7e0f5"
/>

## 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
2026-05-04 11:28:03 +00:00
VariableVince 213ddd36c9 Fix: remove unnecessary optional chain i left in (#3822)
## Description:

In PR 3654 i left an unnecessary question mark.

## 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
2026-05-03 15:23:34 +00:00
evanpelle bf74028200 Fix medal icon CORS errors by inlining SVG as data URI
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).
2026-05-02 12:54:29 -06:00
evanpelle 4d5b7c0fb6 Use adfree flag to suppress ads
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.
2026-05-01 18:39:23 -06:00
VariableVince 914c7e750f Remove "uuid" dependency (#3811)
## 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
2026-05-01 17:00:45 -06:00
Ryan df05d21fc2 Clan System Part 2 - UI (#3625)
## 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>
2026-04-30 21:27:35 -06:00
evanpelle 38bbef6ecf update structure icon filename to bust cache, previous assets had bad headers 2026-04-30 20:18:38 -06:00
evanpelle 1f549d0a03 add malibu glow on hover to ranked, join, create lobby buttons 2026-04-30 17:23:11 -06:00
Evan 8a638a3842 perf(UnitLayer): batch trail clears to fix O(n²) cost on mass nuke explosions (#3808)
## 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
2026-04-30 16:57:35 -06:00
babyboucher 4f20d2b332 TypeScript update to 6.0.3 (#3806)
## 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
2026-04-30 15:49:24 -06:00
Zixer1 742a544a69 2661 PR 3/3 Warship Manual Override, Aggro Override, and Heal-at-Port Command (#3501)
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>
2026-04-30 13:54:28 -06:00
Evan 1776ae4f35 go to player on spawn start (#3802)
## 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
2026-04-29 22:29:41 -06:00
VariableVince f304141338 Fix/refactor/optim(StructureIconsLayer): restore structure icons after context loss, use WebGL/WebGPU/Canvas, and some improvements (#3654)
## 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>
2026-04-29 20:40:02 -06:00
Evan 063704fa0d Use OpenFront font for version (#3795)
## 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
2026-04-29 16:19:56 -06:00
Ryan c2567b48c6 reword to Public Player ID (#3797)
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
2026-04-29 16:10:29 -06:00
evanpelle 67a42c2fac add malibu glow on edge of lobby card on hover 2026-04-29 13:58:00 -06:00
Evan 2994a5f848 Start game via WebSocket intent (#3794)
## 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
2026-04-29 13:26:14 -06:00
Evan d00425871d Fix cross-browser CSS-mask CORS failures for OpenFrontLogo and SoldierIcon (#3792)
## 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
2026-04-28 18:35:07 -06:00
Giovanni 7d41f0dfbb fix: add copy button for game ID in game history details (#3783)
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
2026-04-28 12:00:08 -06:00
evanpelle 70f425e354 emit sound when structure starts building not on completion 2026-04-28 11:15:29 -06:00
Evan 01b3cbe332 Set crossOrigin = "anonymous" on canvas-bound icon images (#3789)
## 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
2026-04-28 09:53:22 -06:00
evanpelle fc45410ee5 Remove the ticks() % 5 gate in TerritoryLayer.spawnHighlight() so the spawn highlight redraws every frame instead of every 5th frame. 2026-04-27 22:13:23 -06:00
Evan 0c0f9c2a81 Update attack labels (#3784)
## Description:

The motivation behind this PR is to standardize colors & icons for
incoming and outgoing attacks. Outgoing attacks are always aquarious and
incoming are red. This also makes it much easier to see which attacks
are incoming vs outgoing at a glance, as previously the color changed
depending on attack effictiveness. Instead, show a small bar on the left
side that displays attack effectiveness.

<img width="498" height="456" alt="Screenshot 2026-04-27 at 12 58 53 PM"
src="https://github.com/user-attachments/assets/ea6928b3-5dfa-47fa-84d2-63e1e81ef6a4"
/>


Updates the in-game attack labels to match AttacksDisplay: a single
soldier icon recolored via CSS filters, aquarius for outgoing and
red-400 for incoming. Color is now purely directional — the previous
attacker-vs-defender comparison (and the troopAttackColor /
troopDefenceColor helpers that drove it) is gone, along with the
defenderTroops plumbing.

Also adds zoom-aware sizing via a new computeLabelScale(zoom) (full
screen size when zoomed in, linear shrink with a floor so labels never
disappear), bumps font/padding/snap-jump threshold for readability, and
moves immutable per-label DOM writes (icon src/filter, color) into
element creation so the per-tick path only updates the troop count.

Also fixes a bug where the labels kept swapping when 2 clusters where
similar size

## 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
2026-04-27 20:53:09 -06:00
Giovanni 4aeece4aef fix: render spawn highlight on 1/5 frames instead of 4/5 (#3782)
Resolves #3590

## Description:
The spawnHighlight() function in TerritoryLayer.ts was using `=== 0` 
as the condition to return early, which caused the spawn highlight to 
render on 4 out of every 5 frames instead of the intended 1 out of 5. 
Changed `=== 0` to `!== 0` so the function skips rendering on 4/5 
frames, improving performance especially on large maps.


## 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
2026-04-27 08:49:08 -06:00
Evan 62299c9714 standardize UI colors to fit brand guidelines (#3754)
## 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
2026-04-25 13:53:21 -06:00
Zixer1 9ae6f8a378 Feat/auto copy lobby code (#3758)
Resolves #3757

## Description:

Simple patch that would remove an extra click that users have to do each
time they create a private lobby. On top of the existing button, the
game link will automatically be copied to the clipboard when clicking
"Create Lobby".


## 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._
2026-04-25 11:54:11 -06:00
Zixer1 37079e6a05 2661 PR 1/3 Warship Retreat Core, Blue UI Signal, and Transport-First Target Priority (#3498)
Part of #2661 (split into 3 PRs so they are not too large..)

## Description:

Part 1/3 of #2661.

This PR adds warship retreat basics, a blue retreating UI state, and
updates target priority.

Added:
- Retreat state handling
- Blue visual for retreating warships
- Target priority: transport > warship > trade 
- Tests for retreat and target priority

Example video:
https://youtu.be/2hE2qeOeY48
Ship retreating:
<img width="630" height="488" alt="image"
src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414"
/>
Ship healing:
<img width="483" height="311" alt="image"
src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf"
/>
Back to being deployed:
<img width="585" height="358" alt="image"
src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057"
/>

## 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._
2026-04-24 08:26:14 -06:00
FloPinguin 66bbbc664b Colored SVG smiley icons next to nation names based on relation 😊 (#3746)
## Description:

Instead of coloring nation names based on diplomatic relation, small
inline SVG face icons are now shown next to the nation name in the
player info overlay:

- 😠 **Hostile** - red angry face (furrowed brows, downturned mouth)
- 😟 **Distrustful** - orange slightly-sad face (flat mouth)
- 😊 **Friendly** - green happy face (upturned smile)
- **Neutral** - no icon shown

<img width="509" height="80" alt="Screenshot 2026-04-23 013151"
src="https://github.com/user-attachments/assets/85dc3f29-0a84-45d1-902e-e75c6cad4a44"
/>
<img width="511" height="82" alt="Screenshot 2026-04-23 012809"
src="https://github.com/user-attachments/assets/7a37c8a3-08d0-448e-9eaa-16f254a296ad"
/>
<img width="511" height="88" alt="Screenshot 2026-04-23 012741"
src="https://github.com/user-attachments/assets/d617f8ca-2315-467a-85f5-63f769bd0341"
/>

No longer conflicts with green text color because of alliance now. 

## 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
2026-04-24 08:09:03 -06:00
David 236f611f61 Cap RailroadLayer Maximum Texture Size (#3584)
Resolves #3582

## Description:

Almost exactly the same fix as #3574 , just to RailroadLayer instead of
StuctureLayer.

While browsers like Firefox will report their maximum texture size of
16384, going over 8192 causes extreme VRAM usage and massive FPS drops.
This issue is slightly more elusive as the RailroadLayer texture is not
rendered until the first railroad is created, meaning FPS will suddenly
drop mid-game.

This PR sets the RailroadLayer texture size to cap at 8192, while
keeping near-exact scales. The result is increased performance, reduced
VRAM Usage, (especially in larger maps), and the resolution of the
unplayable performance issues when RailroadLayer is present, with zero
noticeable degradation.

All tested on Giant World, where the issues were first spotted, but
applies to all maps.

## 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

Discord: @EnderBoy9217
2026-04-23 11:39:03 -07:00
Ivan Batsulin 4fd162415a Add fullscreen support: HUD button (desktop/Android) + iOS Add to Home Screen banner (#3688)
Resolves #3685

## Description:

Adds fullscreen support for both desktop and mobile:

**Desktop / Android** — a fullscreen toggle button in the in-game HUD
(right sidebar), next to the settings button. Icon switches between
expand/compress depending on current state, synced with
`fullscreenchange` event (works with F11 too). Hidden on browsers that
don't support `document.fullscreenEnabled`.

**iOS** — since Safari doesn't support the Fullscreen API, a dismissible
banner is shown on the main screen (above the lobby cards) explaining
how to add the game to the Home Screen for a fullscreen experience. The
banner includes:
- **How** button — opens a step-by-step guide modal with iOS version
detection (iOS 26+ shows updated steps for the new ··· menu location,
including the extra Share step inside the menu)
- **Later** — hides until next visit
- **Never** — permanently dismisses via localStorage
- **Click here** button styled as a speech bubble with a tail pointing
toward the Share button location (center for iOS ≤18, right for iOS 26+)

All user-facing strings are wired through `translateText()` with keys
added to `en.json`.

## 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

## UI changes: 
### For [Fullscreen API supported
browsers](https://caniuse.com/?search=fullscreen+api):


https://github.com/user-attachments/assets/026e6a67-d070-4a7e-897b-52396a43191e

### For safari on ios: (add to homescreen modal)

<img width="375" height="667" alt="IMG_2242"
src="https://github.com/user-attachments/assets/9d0a6454-8512-44cf-b6ed-989de3ff02bc"
/>
<img width="648" height="1292" alt="CleanShot 2026-04-22 at 11 29 27@2x"
src="https://github.com/user-attachments/assets/dba1c218-2b73-4bc0-ac7d-14962eb79327"
/>



## Please put your Discord username so you can be contacted if a bug or
regression is found:

fghjk_60845

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-04-23 11:38:07 -07:00
FloPinguin f7716c7d42 Little Console Cleanup 🧹 (#3741)
## Description:

Fixes these console warnings from bots:

<img width="591" height="94" alt="Screenshot 2026-04-19 033624"
src="https://github.com/user-attachments/assets/6ee79302-e2a7-4195-94e5-c1f455eb1799"
/>

Removes some spammy logs, they dont seem to be helpful?

<img width="271" height="174" alt="Screenshot 2026-04-19 033739"
src="https://github.com/user-attachments/assets/70122506-e8fb-4a72-b73e-08e72fe222bd"
/>



<img width="284" height="656" alt="Screenshot 2026-04-19 033646"
src="https://github.com/user-attachments/assets/4b4ebef2-e191-4947-9615-0e26cd9bf075"
/>

## 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
2026-04-22 15:59:42 -07:00
Jarifa 0801798fbd Feat: Alliance and betrayal hotkeys (#3110)
Original Feature request by @FloPinguin  
Resolves #3077 

## Description:

Adds hotkeys for Requesting alliances and breaking alliances. This
allows for players to send or break alliances whose tile is under the
cursor, without opening the radial menu.

Keybinds:
New "Ally Keybinds" section in Settings -> Keybinds
Request alliance: Default: K - sends an alliance request to the
player/bot/nation under the cursor
Break alliance: Default: L - breaks the alliance with the player at the
cursor

Behavior:
- Cursor must be over a tile owned by the target player. The action runs
only when the game allows it, following the same logic as the radial
menu. (canSendAllianceRequest and canBreakAlliance)
- When an alliance request is sent, the events log shows: "Alliance
request sent to [target]" for confirmation. No extra message for
breaking an alliance (betrayal/debuff message already exists and is sent
upon breaking an alliance)

## Screenshots:
Keybind menu:
<img width="739" height="595" alt="image"
src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc"
/>
In game logs:
<img width="373" height="232" alt="image"
src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5"
/>

## 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


Discord username:
_Dave9595_
2026-04-21 14:34:51 -07:00
FloPinguin eedb90ffb5 Fix game ID display for team games 🪪 (#3734)
## Description:

Game ID display was looking weird in team games...

Before:

<img width="389" height="321" alt="image"
src="https://github.com/user-attachments/assets/cf39b490-cfba-4c3a-86af-8f9498380eae"
/>

After:

<img width="394" height="323" alt="image"
src="https://github.com/user-attachments/assets/9e828169-b267-4627-85eb-548dca224a8a"
/>

## 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
2026-04-21 14:33:00 -07:00
Ivan Batsulin 29a1e8dfda feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666

## Description:

Adds RTS-style box selection for warships. Hold Shift and drag (desktop)
or long-press and drag (touch/mobile) to draw a selection rectangle —
all player-owned warships inside get selected at once. A subsequent
click/tap on water sends them all to that location.

- `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player
territory color; shared between desktop and touch
- `UILayer` — same pulsing selection outline on each box-selected
warship; clears correctly when switching between single/multi selection
- `UnitLayer` — finds warships in screen rect, filters inactive ships
before sending; touch support included
- `InputHandler` — Shift+drag and touch long-press+drag both emit
selection box events; cursor becomes crosshair on Shift; discards active
ghost structure on Shift press; configurable via `shiftKey` keybind
- `Transport` — single atomic `move_multiple_warships` intent (no split
on socket drop)
- `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` —
server fans out atomic intent into individual `MoveWarshipExecution` per
ship
- `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile
for both single and multi move
- `UnitDisplay` — warship tooltip Shift hint via `translateText`
- `HelpModal` — new hotkey row: Shift + drag → select multiple warships

## 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

## UI update
### Mouse + Keyboard


https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60

### Touch


https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79

##
## Please put your Discord username so you can be contacted if a bug or
regression is found:

fghjk_60845
2026-04-21 14:06:07 -07:00
Ryan c3d7d0373e Improve ingame moderation for admins (#3678)
## Description:

Players with the `admin` flare can now kick players from any game
(including public lobbies), not just the lobby creator in private
lobbies.

## 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
2026-04-20 11:09:04 -07:00
Ivan Batsulin 20f428d19e Fix middle-click SAM not upgrading other buildings when SAM is unaffo… (#3670)
Resolves #3511

## Description:
When middle-clicking a SAM launcher you own, the game calls
findAndUpgradeNearestBuilding which queries all upgradeable structures
near the clicked tile. If you can't afford the SAM upgrade, canUpgrade
is false for the SAM (because canBuildUnitType returns false when gold <
cost), so the SAM is excluded from the candidates list. If a nearby
building (e.g. a Factory) can be upgraded, it gets picked as the
"nearest" target and is upgraded instead — spending gold the player was
saving for the SAM.

The fix: after finding the best upgrade candidate, check if there's an
owned SAM within the same search radius as the clicked tile. If there
is, but the best candidate is not a SAM (meaning the SAM couldn't be
afforded), do nothing instead of upgrading the other building. This
ensures middle-clicking a SAM either upgrades it or takes no action.

##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:

fghjk_60845
2026-04-18 21:35:23 -07:00
FloPinguin 4e04bed44c Show game ID ingame 🪪 (#3674)
## Description:

Instead of begging youtubers to share their game id to be able to debug:

Display the current game ID in the top-right corner of the in-game
leaderboard panel (there was unused space)

<img width="391" height="326" alt="image"
src="https://github.com/user-attachments/assets/8b0aa7c2-fc8c-48e5-ae11-edd60fd40de9"
/>

## 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
2026-04-17 17:48:37 -07:00
Ivan Batsulin e5e1211480 feat: add Shift+ modifier support for keybinds (#3679)
## Description:

This PR adds support for `Shift+<key>` keybind combinations across the
entire keybind system.

Previously, keybinds only supported a single key (e.g. `KeyB` for boat
attack). Now any keybind can be configured as `Shift+KeyB`, which will
only trigger when Shift is held down simultaneously.

Enables to use Shift + A for "select all" feature from #3677 

**Changes:**
- `InputHandler.ts`: Added `parseKeybind()` helper that parses
`"Shift+KeyB"` → `{ shift: true, code: "KeyB" }`. Added
`keybindMatchesEvent()` for consistent matching across all keyup/keydown
handlers. Updated `resolveBuildKeybind()` and all keybind comparisons to
respect the shift modifier.
- `SettingKeybind.ts`: When recording a keybind, lone modifier keys
(Shift, Ctrl, etc.) are skipped — the component waits for the actual
key. If Shift is held when the key is pressed, the value is stored as
`"Shift+<code>"`.
- `Utils.ts`: `formatKeyForDisplay()` now handles the `Shift+` prefix,
displaying e.g. `"Shift+B"`.
- `tests/InputHandler.test.ts`: Added 6 tests covering Shift+ keybind
matching, negative cases (plain key not triggering Shift-bound action),
coexistence of `Digit1` and `Shift+Digit1` on different actions, and
Numpad alias support with Shift.

## 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

## UI changes:

<img width="2255" height="2070" alt="CleanShot 2026-04-15 at 20 23
25@2x"
src="https://github.com/user-attachments/assets/96c19fc3-6294-40b7-82eb-3fde52b71618"
/>


## Please put your Discord username so you can be contacted if a bug or
regression is found:

fghjk_60845
2026-04-16 19:46:01 -07:00
evanpelle 565060f346 Merge branch 'v30' 2026-04-16 19:40:05 -07:00
Ivan Batsulin 76f8441b45 feat: add warning news type and Firefox performance notice (#3680)
## Description:
Adds a new `warning` news type to the news banner system and uses it to
display a Firefox performance notice.

Changes:
- Added `warning` type with red styling to `NewsBox.ts`
- Added `news_box.warning` key (`"WARNING"`) to `en.json`
- Added Firefox performance notice to `resources/news.json` using the
new `warning` type
- Added `news_box.*` dynamic key pattern to `TranslationSystem.test.ts`
to fix unused key detection

## 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

## UI change:
<img width="2101" height="1770" alt="CleanShot 2026-04-16 at 15 04
35@2x"
src="https://github.com/user-attachments/assets/7a8b9290-4216-4799-b271-606afd9b8723"
/>



## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
2026-04-16 16:53:38 -07:00
Evan adeb6a306a Update homepage & in-game promos (#3602)
## Description:

* Replace the static footer ad (HomeFooterAd component) with a Playwire
bottom_rail ad that loads on lobby join and persists into the spawn
phase
* Expand in-game ad slots from 1 to 3 (standard_iab_left1, left3, left4)
with a timer-based visibility check to show a background container when
ads render
* Remove the resize-based footer ad height logic and gutter ad vertical
offset adjustments that depended on it

<img width="1828" height="961" alt="Screenshot 2026-04-16 at 12 14
00 PM"
src="https://github.com/user-attachments/assets/50bfd0de-dd54-4f8b-b75e-04b720a1841b"
/>


<img width="1286" height="939" alt="Screenshot 2026-04-16 at 11 59
18 AM"
src="https://github.com/user-attachments/assets/e0fb0762-82e7-444f-8706-5908aad0f094"
/>
## 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
2026-04-16 12:19:12 -07:00
Evan 1ebac8e854 Move brand images to proprietary/ and support multi-dir asset pipeline (#3662)
## Description:

* Move proprietary brand images (logos, favicon) from resources/images/
to proprietary/images/ to separate open-source assets from proprietary
ones
* Extend the asset pipeline (PublicAssetManifest, vite.config.ts) to
support multiple source directories (resources/ + proprietary/), so
buildAssetUrl resolves assets from either location transparently
* In dev, serve proprietary/ as a fallback middleware (registered after
Vite's publicDir handler) so resources/ takes precedence when files
exist in both. The idea is we could have placeholder assets placeholders
that can be used by forks, and only the production build uses
proprietary assets.

## 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
2026-04-16 08:42:11 -07:00
FloPinguin 9821e8e041 Add host cheats for streamers (Specifically Enzo) (#3671)
## Description:

- Adds a "Host Cheats" toggle in the private lobby options section that
reveals a dedicated section with four host-only cheats: infinite gold,
infinite troops, gold multiplier, and starting gold
- Only the lobby creator receives the cheat effects in-game (checked via
`isLobbyCreator` in DefaultConfig)
- Joining players see active host cheats displayed as yellow badges in
the lobby UI
- Adds `hostCheats` optional object to `GameConfigSchema` and wires it
through the server config update whitelist
- Raises the intent size limit for `update_game_config` messages
(lobby-only, not stored in turn history) to prevent rate-limiter kicks
(I always got too-much-data-kicked after selecting "host cheats" lol)

<img width="861" height="525" alt="image"
src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f"
/>


<img width="933" height="825" alt="image"
src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82"
/>

## 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
2026-04-15 15:20:08 -07:00
David 3a49b9a794 Fix settings-slider visuals (#3673)
Resolves #3672

## Description:

Correctly aligns elements in the `settings-slider` element to avoid them
from overflowing off of the card. Also moves the slider label to keep
all settings buttons/sliders in the same column.

Before:
<img width="875" height="326" alt="image"
src="https://github.com/user-attachments/assets/0aad7b1c-be87-4a8f-a816-5892343af377"
/>

After:
<img width="861" height="323" alt="image"
src="https://github.com/user-attachments/assets/5d8129f4-3b9d-4fb8-952b-bbdae461181f"
/>

## 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:

@EnderBoy9217
2026-04-14 20:19:56 -07:00
babyboucher e569c05fb1 Fix muti game joining issue (#3675)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3669 

## Description:

Added a check to make sure that there is only one active lobbyHandle by
checking if there has been a new event before it finished processing.

## 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
2026-04-14 19:37:22 -07:00
iamlewis 41c72a0f9e UI Updates (#3616)
## Description:

Updates Favicon and other key UI elements



## 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:

iamlewis

---------

Co-authored-by: iamharry <harrylong0905@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-13 19:51:08 -07:00
VariableVince 318d1e2c44 Refactor/Fix(UserSettings): last localstorage calls now use UserSettings, and Keybinds fixes (#3619)
## Description:

1) Have last localstorage calls for keybinds and attack ratio also use
UserSettings cache instead, after #3481. Remaining calls to localstorage
are for different things than user settings, so they are left as is.

2) Consolidate and centralize keybinds logic. And three fixes for it.

- **UnitDisplay** and **UserSettingsModal**: _parsedUserKeybinds_ is
introduced in **UserSettings** to centralize their logic. It is also
used by _normalizedUserKeybinds_, see point below.

- **UserSettingsModal**
-- replaced unwanted cast `as SettingKeybind` by a typed QuerySelector.
-- renamed this.keybinds to this.userKeybinds for more clarity, and
distinction from defaultKeybinds.
-- state private _userKeybinds_: remove type string[] since
loadKeybindsFromStorage replaces a value array by its first string
element, so it can not contain string[] anymore.
-- _handleKeybindChange_ and _getKeyValue_: no need to check for
Array.isArray anymore, see above reason.
-- **Fix**: checks after calling _parsedUserKeybinds_ are improved a
bit: don't delete all keybinds and print a console warning when finding
just one invalid keybind and (i think i have seen people complaining
about things being removed). Instead it now migrates or throws out the
invalid ones but keeps the valid ones. Also works with the "Null" value
expected and removed within
**UserSettingsModal**._handleyKeybindChange_() and in **HelpModal**.
When legacy value is an array and key is empty, don't put value as key
but get first array element or empty string as key name. So that check
on line 68 is true.

- **HelpModal** and **InputHandler**: Also centralize/consolidate their
logic more, by having __keybinds()_ from **UserSettings** perform
fetching _getDefaultKeybinds_ and _normalizedUserKeybinds_.
-- Functionality in _normalizedUserKeybinds_ is the same: Where
HelpModal did return [k, v.value] if typeof (v as any).value ===
"string", this is now handled by lines 309-310 of normalizedKeybinds
still the same but with less lines. Same for old HelplModal if (typeof v
=== "string") return [k, v], this is stil returned by line 112 of
normalizedKeybinds. And return [k, undefined] when (typeof val !==
"string") as was done in InputHandler, isn't needed as values that
weren't strings were already filtered out right after which we still do
on line 314 of normalizedKeybinds.
-- **Fix** in _normalizedUserKeybinds_: added one extra thing that was a
discrepancy between **HelpModal**/**InputHandler** and
**UserSettingsModal** before: **UserSettingsModal** would handle array
values, and normalize them by picking only the first value if it is a
string. Now have _normalizedKeybinds_ do the same. Otherwise it would
have thrown those values out while **UserSettingsModal** would have kept
the first value. This may still help a returning player who hasn't
played in the last version (i think i have seen people complaining about
things being removed, but that may not have been about this). And makes
the logic more consistent between **UserSettingsModal** and
**HelpModal**/**InputHandler**.

- **UserSettings**: 
-- _getDefaultKeybinds_: centralized/consolidated logic, accepts
Platform.isMac parameter. In **HelpModal**, **InputHandler** and
**UserSettingsModal** the same list with default keybinds was hardcoded.
Now they all read from _getDefaultKeybinds_. The list of default
keybinds in **HelpModal** was a little shorter, but that doesn't matter
since its _render_() function has hardcoded which of the hotkeys
**HelpModal** shows. Have thought about putting default keybinds in
**DefaultConfig** but with all the logic handled through
**UserSettings**, this seemed the better place in the current refactor.
-- _removeCached_: make public, now that **InputHandler.test.ts** needs
to be able to call it. We could instead make a public function like
removeKeybinds() and keep removeCached() private, but went with this for
now.
-- _parsedUserKeybinds_: centralized/consolidated logic for
**UserSettingsModal**/**UserDisplay**. Always returns an object, even an
empty one if the JSON wasn't parsable.
-- _normalizedKeybinds_: centralized/consolidated logic. Used by
_keybinds_() which is now called by **HelpModal**/**InputHandler**.
-- _keybinds_: now uses getDefaultKeybinds() and normalizedKeybinds() to
get the default and user changed keybinds.
-- **Fix** in _keybinds_: it now removes a key if it is Unbound by the
user in **UserSettingsModal**. Instead of first loading the
parsedUserKeybinds, removing "Null" keys from it, and then merging that
with defaultKeybinds (so default key would overwrite an unbound key), we
now merge parsedUserKeybinds with defaultKeybinds and after that remove
"Null" keys from it (so that unbound key stays removed).
For example if Boat Attack Up is set to "None" ("Null") by clicking
Unbind, there is now no hotkey working for it anymore. Even when the
default is "B".
Why? This prevents the user from being confused, they have deliberately
Unbound it, they don't understand why it still works (have seen bug
reports and game feedback about this)? Also more importantly: they used
to now be able to bind "B" to another action. Effectively making key "B"
bound to two actions: the user choosen one and Boat Attack. This also
makes the logic more consistent. Because building hotkeys in
**UnitDisplay** already didn't work when unbound, eg. when Build Missile
Silo was Unbound, the "5" key did not do anything anymore (there is a
fallback in **UnitDisplay** in case the key is actually null, but it
does respect "Null" as it should).
-- _setKeybinds_: have it accept an object, it stringifies it itself.
Callers UserSettingsModal and InputHandler.test.ts now just send either
a string or an object.

- **InputHandler.test.ts**: 
-- use **UserSettings** functions instead of localStorage for more
real-world testing.
-- change test "ignores non-string values and preserves defaults,
removes 'Null' for unbound keys". As explained above, as a fix we no
longer preserve unbound ("Null") keys within InputHandler.
UserSettings.keybinds() now removes "Null" keys as explained above.

- ControlPanel: use UserSettings to fetch initial attack ratio.

## 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
2026-04-13 15:56:32 -07:00
Evan 616ba1c794 Add support to purchase cosmetics with in-game currency (#3648)
## Description:

Caps & Plutonium can be used to purchase different cosmetics. 

* The cosmetic button can display pluto/caps/dollars
* Create a "purchaseCosmetic" helper function that handles purchase
logic

## 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
2026-04-13 10:19:43 -07:00
FloPinguin 17c1a6300f Trading in lakes 🚤 (#3653)
## Description:

- Widened port placement and warship spawn/patrol checks from
`isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built
on lake shores and ships can operate on lakes, we discussed it here:

<img width="996" height="423" alt="image"
src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d"
/>

- Filtered `tradingPorts()` by water component so ports only attempt
trades with reachable ports - prevents silent path-not-found failures
across disconnected water bodies
- Applied the same water component filter when a captured trade ship
reroutes to its new owner's nearest port
- Removed the `WaterManager` fallback that force-marked isolated
water-nuked-tiles as ocean (no longer needed since lakes are now
navigable)
- Added a check to prevent nations from building ports on water bodies
that aren't accessible to other 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-04-12 17:18:52 -07:00