Commit Graph

3606 Commits

Author SHA1 Message Date
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
dependabot[bot] 31baeacdf4 Bump dompurify from 3.3.2 to 3.4.0 in the npm_and_yarn group across 1 directory (#3693)
Bumps the npm_and_yarn group with 1 update in the / directory:
[dompurify](https://github.com/cure53/DOMPurify).

Updates `dompurify` from 3.3.2 to 3.4.0
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/cure53/DOMPurify/releases">dompurify's
releases</a>.</em></p>
<blockquote>
<h2>DOMPurify 3.4.0</h2>
<p><strong>Most relevant changes:</strong></p>
<ul>
<li>Fixed a problem with <code>FORBID_TAGS</code> not winning over
<code>ADD_TAGS</code>, thanks <a
href="https://github.com/kodareef5"><code>@​kodareef5</code></a></li>
<li>Fixed several minor problems and typos regarding MathML attributes,
thanks <a
href="https://github.com/DavidOliver"><code>@​DavidOliver</code></a></li>
<li>Fixed <code>ADD_ATTR</code>/<code>ADD_TAGS</code> function leaking
into subsequent array-based calls, thanks <a
href="https://github.com/1Jesper1"><code>@​1Jesper1</code></a></li>
<li>Fixed a missing <code>SAFE_FOR_TEMPLATES</code> scrub in
<code>RETURN_DOM</code> path, thanks <a
href="https://github.com/bencalif"><code>@​bencalif</code></a></li>
<li>Fixed a prototype pollution via
<code>CUSTOM_ELEMENT_HANDLING</code>, thanks <a
href="https://github.com/trace37labs"><code>@​trace37labs</code></a></li>
<li>Fixed an issue with <code>ADD_TAGS</code> function form bypassing
<code>FORBID_TAGS</code>, thanks <a
href="https://github.com/eddieran"><code>@​eddieran</code></a></li>
<li>Fixed an issue with <code>ADD_ATTR</code> predicates skipping URI
validation, thanks <a
href="https://github.com/christos-eth"><code>@​christos-eth</code></a></li>
<li>Fixed an issue with <code>USE_PROFILES</code> prototype pollution,
thanks <a
href="https://github.com/christos-eth"><code>@​christos-eth</code></a></li>
<li>Fixed an issue leading to possible mXSS via Re-Contextualization,
thanks <a
href="https://github.com/researchatfluidattacks"><code>@​researchatfluidattacks</code></a>
and others</li>
<li>Fixed an issue with closing tags leading to possible mXSS, thanks <a
href="https://github.com/frevadiscor"><code>@​frevadiscor</code></a></li>
<li>Fixed a problem with the type dentition patcher after Node version
bump</li>
<li>Fixed freezing BS runs by reducing the tested browsers array</li>
<li>Bumped several dependencies where possible</li>
<li>Added needed files for OpenSSF scorecard checks</li>
</ul>
<p><strong>Published Advisories are here:</strong>
<a
href="https://github.com/cure53/DOMPurify/security/advisories?state=published">https://github.com/cure53/DOMPurify/security/advisories?state=published</a></p>
<h2>DOMPurify 3.3.3</h2>
<ul>
<li>Fixed an engine requirement for Node 20 which caused hiccups, thanks
<a href="https://github.com/Rotzbua"><code>@​Rotzbua</code></a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/cure53/DOMPurify/commit/5b16e0b892e82b1779d62b9928b43c4c4ff290b9"><code>5b16e0b</code></a>
Getting 3.x branch ready for 3.4.0 release (<a
href="https://redirect.github.com/cure53/DOMPurify/issues/1250">#1250</a>)</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/8bcbf73ae7eb56e7b4f1300b66cf543342c7ee27"><code>8bcbf73</code></a>
chore: Preparing 3.3.3 release</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/5faddd60af7b4d612f32a0c6b44432b77c8c490c"><code>5faddd6</code></a>
fix: engine requirement (<a
href="https://redirect.github.com/cure53/DOMPurify/issues/1210">#1210</a>)</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/0f91e3add5c028bc4110c513b0c2571b284c35af"><code>0f91e3a</code></a>
Update README.md</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/d5ff1a8c605df1df998c2e7df2c4c8ac762b0dea"><code>d5ff1a8</code></a>
Merge branch 'main' of github.com:cure53/DOMPurify</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/c3efd489010366e755de9d65fd741888fd8b7462"><code>c3efd48</code></a>
fix: moved back from jsdom 28 to jsdom 20</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/988b888108c8df911ef37e68d0e26c85ad90e885"><code>988b888</code></a>
fix: moved back from jsdom 28 to jsdom 20</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/2726c74e9c6a0645127d1630e5ca49f64bc9fe67"><code>2726c74</code></a>
chore: Preparing 3.3.2 release</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/6202c7e43e9df01ba606396aed60fbae5583f7a1"><code>6202c7e</code></a>
build(deps): bump <code>@​tootallnate/once</code> and jsdom (<a
href="https://redirect.github.com/cure53/DOMPurify/issues/1204">#1204</a>)</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/302b51de22535cc90235472c52e3401bedd46f80"><code>302b51d</code></a>
fix: Expanded the regex ever so slightly to also cover script</li>
<li>Additional commits viewable in <a
href="https://github.com/cure53/DOMPurify/compare/3.3.2...3.4.0">compare
view</a></li>
</ul>
</details>
<br />


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2026-04-16 10:50:24 +01:00
FloPinguin 87a72a4e93 Forward game tick errors from worker to client 🐛 (#3690)
## Description:

Currently there is a "Game tick error: Invalid coordinates: NaN,NaN"
error which crashes the game rarely.
Maybe introduced by water nukes, I'm not sure.
To properly debug it when it happens again, lets print the stacktrace:

- Game tick errors (`ErrorUpdate`) were silently dropped in the web
worker's `drain()` function, so the client's error modal never displayed
- Added a `"game_error"` worker message type to forward `ErrorUpdate`
from the worker to the main thread
- The client now receives the full error message and stack trace via the
existing `showErrorModal` dialog

<img width="1147" height="402" alt="image"
src="https://github.com/user-attachments/assets/1b5dcc02-2903-41c9-bf0e-75f22cb7811a"
/>

## 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 21:03:01 -07:00
babyboucher e0cc50d3c4 Fix hostCheats check not disabling (#3691)
## Description:

Currently if you deselect Host cheats, any active host cheats will still
be active. This fixes it so if you deselect Host cheats, all the cheats
are disabled.

## 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
2026-04-15 16:55:06 -07:00
FloPinguin f1f63ec9b4 Partial Pathfinding Rebuild 💧 (#3689)
## Description:

Another big water nukes performance improvement.

Performance measurements (water-nuke-detonation on GWM):

<img width="203" height="103" alt="image"
src="https://github.com/user-attachments/assets/b3d62575-d4bd-43c9-a5af-af127d73a9c5"
/>

I did a lot of testing with throwing water nukes and sending boats in
the area, paths are looking clean & correct!

## 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 16:17:40 -07:00
RickD004 a12cb56192 Great Lakes improvement (#3681)
## Description:

I found a better dataset of the region so: 
Update of the Great lakes with better terrain and more accurate water.
Nations and map size all stay the same.

<img width="918" height="306" alt="image"
src="https://github.com/user-attachments/assets/a4a68727-662f-4603-b61c-9969a2a35500"
/>

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:

tri.star1011
2026-04-15 15:20:56 -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
Ryan f32994fbc7 Account Modal Bugfix (#3687)
## Description:

Fix null stat values from LEFT JOIN causing Zod validation failure on
player profiles

https://github.com/openfrontio/infra/pull/316 switched playerStats from
innerJoin to leftJoin so that sessions with no stats row (games that
ended instantly on spawn) are still counted in wins/losses/total.


## 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
2026-04-15 15:14:11 -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
RickD004 eb7cf1ead3 Turn the Sahara brown in Mediterranean map (#3676)
## Description:

Adds the Sahara to the Mediterranean map (in the current version it is
green, it has been manually changed to brown terrain for more realism
and to make expansion in the south a little harder since it is where
most bots would spawn)

<img width="995" height="280" alt="image"
src="https://github.com/user-attachments/assets/bea152bf-027f-4ec5-8560-206978475ef3"
/>

## 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:

tri.star1011
2026-04-14 20:18:33 -07:00
Aotumuri d05f5e748c Fix external train trade attribution in match results (#3589)
## Description:

A player reported that income received from opponents' trains was
missing from match result logs.
Fix external train trade attribution to the station owner and add
regression tests for train income stats.

## 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
2026-04-15 02:35:32 +00:00
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
FloPinguin 35a64fa0d9 Big Water-Nukes Performance Improvements 💧 (#3668)
## Description:

### 1. Water Magnitude Calculation Optimization (WaterManager.ts)
* Boxed BFS Approach: Refactored the water magnitude recomputation to
use "Dirty" and "Seed" boxes. Instead of a global update, the system now
only recalculates magnitudes within a specific radius of the affected
area, significantly reducing CPU load after water-nuke-explosions
* Shoreline Bit Optimization: Narrowed the scope for updating shoreline
bits to a 2-ring neighborhood around converted tiles, avoiding
unnecessary checks across the entire map.

Performance test on the world map:
- AtomBomb (r=30): 24ms (was 344ms with global BFS), 2,993 changed tiles
(was 630k)
- Massive (r=200): 178ms (was 378ms), 130k changed tiles (was 654k)

### 2. Pathfinding Rebuild Staggering (PathFinder.ts,
TradeShipExecution.ts, TransportShipExecution.ts)
* Distributed Rebuilds: Introduced a staggering mechanism in
WaterPathFinder. Ship pathfinders now wait a randomized/distributed
number of ticks (0 - 5 seconds) before rebuilding after a water graph
change.
* CPU Spike Mitigation: By spreading out these expensive A* rebuilds
over time, we prevent lag when hundreds of ships attempt to re-path
simultaneously
* Like Mole said it: "Pretty realistic I;d say the capitan needs a
second to realize the big nuke on the left opened a new path"

From a performance test on the big new Luna map:
Graph rebuild: 256.4ms
Pathfinder-Rebuild of 329 ships (Including other Executions): 1564.4ms
(No longer noticeable, spread over 5s)

###  3. Performance Refinements
* Simplified deep ocean magnitude logic within the optimized BFS flow.
   * Improved memory efficiency by utilizing clipped BFS wavefronts.

## 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
2026-04-14 16:17:15 -07:00
RickD004 e42c99bae0 Add 2Team spawnzones for Luna map (#3664)
## Description:

Adds spawn areas to the Luna map for 2 teams, given the map is very
symmetrical and would fit nicely with other team-centered maps like
baikal and 4islands. Thanks to deshack for suggesting this.

<img width="226" height="527" alt="image"
src="https://github.com/user-attachments/assets/8c3776d9-dfff-4bdf-a0ec-81d45daa61af"
/>


## 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:

tri.star1011
2026-04-14 15:35:03 -07:00
VariableVince 845ebd7d1a Chore(deps): Update express-rate-limit (#3667)
## Description:

Update express-rate-limit 7.5.0 > 8.3.2.

## 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
2026-04-14 10:50:51 -07:00
dependabot[bot] 5b6796a9ea Bump actions/github-script from 8 to 9 in the updates group (#3663)
Bumps the updates group with 1 update:
[actions/github-script](https://github.com/actions/github-script).

Updates `actions/github-script` from 8 to 9
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/actions/github-script/releases">actions/github-script's
releases</a>.</em></p>
<blockquote>
<h2>v9.0.0</h2>
<p><strong>New features:</strong></p>
<ul>
<li><strong><code>getOctokit</code> factory function</strong> —
Available directly in the script context. Create additional
authenticated Octokit clients with different tokens for multi-token
workflows, GitHub App tokens, and cross-org access. See <a
href="https://github.com/actions/github-script#creating-additional-clients-with-getoctokit">Creating
additional clients with <code>getOctokit</code></a> for details and
examples.</li>
<li><strong>Orchestration ID in user-agent</strong> — The
<code>ACTIONS_ORCHESTRATION_ID</code> environment variable is
automatically appended to the user-agent string for request
tracing.</li>
</ul>
<p><strong>Breaking changes:</strong></p>
<ul>
<li><strong><code>require('@actions/github')</code> no longer works in
scripts.</strong> The upgrade to <code>@actions/github</code> v9
(ESM-only) means <code>require('@actions/github')</code> will fail at
runtime. If you previously used patterns like <code>const { getOctokit }
= require('@actions/github')</code> to create secondary clients, use the
new injected <code>getOctokit</code> function instead — it's available
directly in the script context with no imports needed.</li>
<li><code>getOctokit</code> is now an injected function parameter.
Scripts that declare <code>const getOctokit = ...</code> or <code>let
getOctokit = ...</code> will get a <code>SyntaxError</code> because
JavaScript does not allow <code>const</code>/<code>let</code>
redeclaration of function parameters. Use the injected
<code>getOctokit</code> directly, or use <code>var getOctokit =
...</code> if you need to redeclare it.</li>
<li>If your script accesses other <code>@actions/github</code> internals
beyond the standard <code>github</code>/<code>octokit</code> client, you
may need to update those references for v9 compatibility.</li>
</ul>
<h2>What's Changed</h2>
<ul>
<li>Add ACTIONS_ORCHESTRATION_ID to user-agent string by <a
href="https://github.com/Copilot"><code>@​Copilot</code></a> in <a
href="https://redirect.github.com/actions/github-script/pull/695">actions/github-script#695</a></li>
<li>ci: use deployment: false for integration test environments by <a
href="https://github.com/salmanmkc"><code>@​salmanmkc</code></a> in <a
href="https://redirect.github.com/actions/github-script/pull/712">actions/github-script#712</a></li>
<li>feat!: add getOctokit to script context, upgrade
<code>@​actions/github</code> v9, <code>@​octokit/core</code> v7, and
related packages by <a
href="https://github.com/salmanmkc"><code>@​salmanmkc</code></a> in <a
href="https://redirect.github.com/actions/github-script/pull/700">actions/github-script#700</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/Copilot"><code>@​Copilot</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/github-script/pull/695">actions/github-script#695</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/github-script/compare/v8.0.0...v9.0.0">https://github.com/actions/github-script/compare/v8.0.0...v9.0.0</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/actions/github-script/commit/3a2844b7e9c422d3c10d287c895573f7108da1b3"><code>3a2844b</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/github-script/issues/700">#700</a>
from actions/salmanmkc/expose-getoctokit + prepare re...</li>
<li><a
href="https://github.com/actions/github-script/commit/ca10bbdd1a7739de09e99a200c7a59f5d73a4079"><code>ca10bbd</code></a>
fix: use <code>@​octokit/core/</code>types import for v7
compatibility</li>
<li><a
href="https://github.com/actions/github-script/commit/86e48e20ac85c970ed1f96e718fd068173948b7b"><code>86e48e2</code></a>
merge: incorporate main branch changes</li>
<li><a
href="https://github.com/actions/github-script/commit/c1084728b5b935ec4ddc1e4cee877b01797b3ff9"><code>c108472</code></a>
chore: rebuild dist for v9 upgrade and getOctokit factory</li>
<li><a
href="https://github.com/actions/github-script/commit/afff112e4f8b57c718168af75b89ce00bc8d091d"><code>afff112</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/github-script/issues/712">#712</a>
from actions/salmanmkc/deployment-false + fix user-ag...</li>
<li><a
href="https://github.com/actions/github-script/commit/ff8117e5b78c415f814f39ad6998f424fee7b817"><code>ff8117e</code></a>
ci: fix user-agent test to handle orchestration ID</li>
<li><a
href="https://github.com/actions/github-script/commit/81c6b7876079abe10ff715951c9fc7b3e1ab389d"><code>81c6b78</code></a>
ci: use deployment: false to suppress deployment noise from integration
tests</li>
<li><a
href="https://github.com/actions/github-script/commit/3953caf8858d318f37b6cc53a9f5708859b5a7b7"><code>3953caf</code></a>
docs: update README examples from <a
href="https://github.com/v8"><code>@​v8</code></a> to <a
href="https://github.com/v9"><code>@​v9</code></a>, add getOctokit docs
and v9 brea...</li>
<li><a
href="https://github.com/actions/github-script/commit/c17d55b90dcdb3d554d0027a6c180a7adc2daf78"><code>c17d55b</code></a>
ci: add getOctokit integration test job</li>
<li><a
href="https://github.com/actions/github-script/commit/a047196d9a02fe92098771cafbb98c2f1814e408"><code>a047196</code></a>
test: add getOctokit integration tests via callAsyncFunction</li>
<li>Additional commits viewable in <a
href="https://github.com/actions/github-script/compare/v8...v9">compare
view</a></li>
</ul>
</details>
<br />


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Signed-off-by: dependabot[bot] <support@github.com>
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2026-04-13 20:22:37 -07:00
VariableVince e63c18cdcd VSCode: have it recommend trusted Prettier and Socket Security extensions (#3658)
## Description:

Have VSCode recommend two trusted extensions when Workspace is opened
for the first time, and in the Extensions tab under Workspace
Recommendations.
https://code.visualstudio.com/docs/configure/extensions/extension-marketplace#_workspace-recommended-extensions

- Socket Security to get more information and warnings about deps in
package.json and package-lock.json. We use Socket Security on Github;
this extension helps get the same info but earlier. Another developer
might prefer Socket CLI https://docs.socket.dev/docs/getting-started
- Prettier, eg. to be able to use via the Format Document command per
file, so there's no need for npm format (which force writes to all files
which can be scary even though Git sees which ones are actually
changed).

## 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 20:21:08 -07:00
VariableVince 61f19dae7d VSCode: small textual fix in launch.json (#3659)
## Description:

Rename "Debug Jest Tests" to just "Debug Tests". We now use Vitest, not
Jest anymore since awhile. And in case we would switch to another
framework in the future, just leave its name out of the configuration
name.

## 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 20:19:54 -07:00
VariableVince 4814c42c3b Dependabot: check for go dependency security updates too (#3660)
## Description:

Let dependabot also check for security updates for go dependencies
periodically.

Even though we only use go in map-generator and it's only one dependency
currently, still good to catch security updates.

## 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: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-04-13 20:19:01 -07:00
RickD004 897a3a3566 adds map of the Caucasus (#3661)
## Description:

Adds map of the Caucasus. This map is made especifically because of the
new update that allows ports to be placed on smaller bodies of water,
rather than just the largest one.

This map has 2 disconnected, large bodies of water of similar size
(Black and Caspian seas), which would create 2 independent trade
systems, creating a more dynamic economy.

<img width="667" height="541" alt="Captura de pantalla 2026-04-13
195810"
src="https://github.com/user-attachments/assets/d980b831-d920-4a2e-9d92-40a7be96ead6"
/>
<img width="539" height="439" alt="Captura de pantalla 2026-04-13
200005"
src="https://github.com/user-attachments/assets/e973a66a-8796-40dc-b8b3-39b49f687609"
/>

## 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:

tri.star1011
2026-04-13 20:02:11 -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
RickD004 4354273af3 Add flags to NPCs of Arctic and Mediterranean maps (#3657)
## Description:

Adds flags to the NPCs / Nations of the Arctic and Mediterranean maps. 

Also: fixed Nunavut and Yukon flags which were not working and renamed
the "SPQR" flag to Roman Empire since thats what players are most likely
to search when picking the flag

## 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:

tri.star1011
2026-04-13 15:30:03 -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
evanpelle 9f1d0207ce upate nightly deployment to deploy at 7:00 UTC 2026-04-13 08:40:03 -07:00
evanpelle 2554dc011f increasing staging deployments ttl from 18h=>25h 2026-04-13 08:37:01 -07:00
Patrick Plays Badly 3704914676 Add map conakry (#3656)
## Description:

Add Map - Conakry

Dataset from OpenTopography. Map rotated 45 degrees from north. This is
a 'long' map in a similar catagory as Amazon River with public rotation
adjusted to match. Different than Amazon in that its stubbier, one
sided, and has various terrain obstacles. Also its a really cool looking
piece of geography.

https://www.youtube.com/watch?v=OsMDbnnOOko


https://discord.com/channels/1284581928254701718/1481689305960288477/1481689305960288477

I removed an additional bot from the far left to help balance the map.
Some rivers were extended past realism to help section off the map in
areas. Size of map kept below average intentionally.


## 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

PlaysBadly
2026-04-12 19:22:33 -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
babyboucher 6c836b00e5 Fix pop being applied while city is Under Construction (#3655)
## Description:

Fixes population from a city being applied as soon as it is placed
instead of when it is fully built

## 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
2026-04-12 17:18:02 -07:00
evanpelle 7465b289ec create a nightly build 2026-04-12 16:40:23 -07:00
RickD004 95d7895740 Update Europe map and remove its Classic version off rotation (#3647)
## Description:

This was a proposal in the map channel of the dev discord server:

**Updates the Europe map to include Iceland, and removes Classic Europe
off rotation.** Classic Europe will remain in custom private map list

The only thing the new europe map didnt have from the classic version
was iceland, so i figured we should update the europe map to contain it,
since Iceland is a popular spawn in the classic version. Iceland is in
the same position as the classic map

The classic europe is frankly a lesser version of the new map as it
doesnt contain rivers , is smaller and the terrain has less quality, and
with the updated version, classic would just take up very needed space
in the lobby queue. We currently have a very large number of maps, which
results in players having to wait for a long time for an specific map in
public lobbies. This should help the issue a little at the very least.

<img width="2905" height="1674" alt="image"
src="https://github.com/user-attachments/assets/da98d935-b927-4e04-9383-9a1f2b794f97"
/>

## 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:

tri.star1011
2026-04-12 14:04:30 -07:00
babyboucher 17f9cd3147 Fix public lobby max player bypass (#3650)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3649

## Description:

Removes the persistentIdToClientId for Clients that leave before the
game starts. This prevents the rejoin path from being taken which
ignores max player count. See issue for details on why this is
important.

## 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
2026-04-12 14:00:46 -07:00
RickD004 4c950952e3 Add flags for the Arctic map (#3610)
## Description:

Adds flags of all canadian provinces and territories (except quebec
which was already in), and the flags of the Soviet Republics, Tannu tuva
and the Far Eastern Republic. These are flags for nations of the Arctic
map, a different PR will be made so that the nations in the map use
these flags if added. Also makes flags usable.

## 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:

tri.star1011
2026-04-12 13:41:11 -07:00
RickD004 7fe1cd8760 fix Luna map thumbnail (#3646)
## Description:

Fixes the Luna map thumbnail, as the original auto-generated one got
centered around empty space. New thumbnail has been manually modified

New one compared to old one:

<img width="322" height="251" alt="Captura de pantalla 2026-04-11
170037"
src="https://github.com/user-attachments/assets/0f6897e9-e99e-424a-bb70-c2d22d471838"
/>

<img width="402" height="309" alt="Captura de pantalla 2026-04-11
170102"
src="https://github.com/user-attachments/assets/9b2ea8da-c05b-4c0b-83c7-94c75f532d68"
/>

## 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:

tri.star1011
2026-04-11 23:26:25 +00:00
Patrick Plays Badly 51716e9dc4 Add map luna (the moon) (#3635)
## Description:
Add map Luna (The Moon).

https://youtu.be/6L6vS9VvD8k


https://discord.com/channels/1284581928254701718/1490394299785805944/1490394299785805944

## 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 
PlaysBadly

---------

Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
2026-04-11 13:17:43 -07:00
Evan 696e727a39 support for purchasing currency packs (#3629)
## Description:

Adds a currency pack system to the store. Players can purchase packs of
in-game currency (Plutonium and Caps) via Stripe checkout.

What's new:

* Pack schema (PackSchema) — new cosmetic type with currency
(hard/soft), amount, and displayName
* "Packs" tab in the Store — renders purchasable currency packs using
existing CosmeticButton infrastructure
* Stripe checkout flow — new createCurrencyPackCheckout API call and
handlePackPurchase handler
* Currency display in Account modal — shows Plutonium and Caps balances
when logged in
I* con components — <plutonium-icon> (animated green glow + rotate) and
<cap-icon> with new SVG assets
* Currency in UserMeResponse — player.currency.hard /
player.currency.soft added to the API schema

## 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
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responsibility for any bugs introduced

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

evan
2026-04-10 15:07:47 -07:00
VariableVince de92a2721a Fix for v30: do not show "Not logged in" on flag modal on CrazyGames (#3631)
## Description:

Fix for v30 and main.

Do not show "Not logged in" on the FlagInputModal in CrazyGames, since
our own login should not work there. It was added in
https://github.com/openfrontio/OpenFrontIO/pull/3521 in v30 so this fix
is needed for production too.

<img width="1415" height="797" alt="image"
src="https://github.com/user-attachments/assets/ef839e08-827d-4eea-b5aa-8aca6357ad07"
/>

## 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
2026-04-10 12:35:46 -07:00
Evan d5a2cc0fca cosmetic refactor (#3628)
## Description:

The motivation is to have a single "cosmetic-button" element, so we can
abstract out the cosmetic types. This will make it much easier to add
new cosmetic types in the future.

Unifies PatternButton and FlagButton into a single CosmeticButton
component. Extracts a resolveCosmetics() function that flattens patterns
× color palettes + flags into a ResolvedCosmetic[] with relationship
status pre-computed, replacing duplicated resolution logic across four
callers.

* New CosmeticButton — renders patterns or flags based on
ResolvedCosmetic.type
* New resolveCosmetics() — centralizes ownership/purchase/blocked
resolution
* Extracted PatternPreview — canvas rendering split into its own module
* Added type: "pattern" | "flag" discriminator to Zod cosmetic schemas
* Deleted FlagButton.ts and PatternButton.ts
* Added 320-line test suite for resolveCosmetics


## 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
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responsibility for any bugs introduced

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

evan
2026-04-09 21:07:07 -07:00
VariableVince f0b3c490b1 Fix: flag not visually removed when selecting default/none flag + should not update flag on clearFlag (#3626)
## Description:

https://github.com/openfrontio/OpenFrontIO/pull/3479 put setFlag and
clearFlag in UserSettings.
https://github.com/openfrontio/OpenFrontIO/pull/3481 did some updates to
incorporate them into UserSettings cache. But made two misjudgments.

Which led to: when default/none flag was selected, FlagInput would still
display the previously selected flag. And on clearFlag call, unnecessary
updates where send to FlagInput > updateFlag.

This PR fixes it.

- Don't send update event on clearFlag by default, just like PR 3479
didn't. Although i could imagine potential cases where we would want to
update the displayed flag in FlagInput. Not when clearFlag is called
from Auth > logOut. But maybe in some, but not all, cases when it is
called from Cosmetics > getPlayerCosmeticsRefs. That is for future
investigations by another contributor.

- Do sent update event when clearFlag is called from setFlag, if the
"country:xx" (default/none) flag is set. Previously, it would have sent
event this.emitChange(FLAG_KEY, **"country:xx"**). Now, via clearFlag,
it sends this.emitChange(FLAG_KEY, **null**)

- Have FlagInput > updateFlag handle null. Previously it expected to
always recieve a string, even for default/none flag "country:xx". Now it
will also set this.flag to null if it recieves an event with null. It
being able to handle event value null actually hardens the code so seems
better to me either way. FlagInput > isDefaultFlagValue() already did
handle null values to determine the default flag, so no changes needed
there.

## 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
2026-04-09 19:49:27 -07:00
FloPinguin 7f7cbba12f Water-Nukes 💧 (#3604)
## Description:

Adds a new `waterNukes` game config option that causes nuclear
detonations to convert land tiles into water instead of just leaving
fallout. When enabled, nuked land tiles are batched and converted to
water each tick, with full terrain metadata updates including:

- Ocean bit propagation from adjacent ocean tiles (BFS flood fill)
- Magnitude recomputation via BFS from remaining coastlines
- Shoreline bit fix-up in a 2-ring neighborhood around converted tiles
- Minimap terrain sync (majority-rule downsampling)
- Throttled water navigation graph rebuild (every 20 ticks) for ship
pathfinding
- Ship executions detect graph rebuilds and refresh their pathfinders
- TransportShips auto-retreat if their destination becomes water
- Water nuke craters use a smoothed angular noise ring with a
bounding-box scan instead of the regular per-tile random coin flip with
BFS, producing clean blob-shaped craters without scattered land pixels
that players would have to boat to individually

The `TerrainLayer` now incrementally repaints tiles that changed terrain
type, and tile update packets encode the terrain byte alongside tile
state so clients can reflect water conversions in real time.

When `waterNukes` is disabled, behavior is unchanged (fallout only).

Includes a new test suite (WaterNukes.test.ts) covering the conversion
pipeline, ocean propagation, magnitude recalculation, shoreline updates,
and minimap sync.

Also adds a new public game modifier for the special rotation.

### The only problem
A bit of lag on impact. But otherwise it works great and is fun. Maybe
needs some followup improvements if it gets merged.
I think its very cool in baikal / four islands team games. Chip away the
territory of your opponents.
Its also fun to turn The Box / Alps into a water map (its actually
possible to boat-trade then)

### Media

Video does not show the updated craters


https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9

Updated craters (no tiny islands after impact):

<img width="1920" height="1080" alt="image"
src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3"
/>

<img width="1472" height="920" alt="image"
src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc"
/>

<img width="1296" height="892" alt="image"
src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0"
/>

## 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
2026-04-08 20:56:02 -07:00
babyboucher f3cbca059f Remove dead color code (#3613)
## Description:

Remove dead code relating to colors.

## 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:

DISCORD_USERNAME

babyboucher
2026-04-08 14:52:12 -07:00
VariableVince 646d7ecaf6 Disable Radial Menu during spawn phase, just left click or tap to pick spawn point (#3611)
## Description:

During spawn phase, disable Radial Menu further. Its options where
already greyed out or non-responding on purpose, except for the attack
button (middle button) which could only be used to select a spawn point
but two clicks for that is convoluted.

It was mostly a nuisance, especially on mobile where you where forced to
go through the Radial Menu, so tap and then tap again to pick a spawn
point.

- Now, left click directly places a spawn point. Even if "Left click
opens menu" is enabled.
- And right click does not open Radial menu anymore. Which had no use
anyway. And also makes touch screen and mouse players more alike in that
they now both have no access to the Radial Menu (which didn't have a
purpose anyway except picking spawn point in a convoluted way with two
clicks).
- On touch screen during spawn phase, the Radial Menu also doesn't open
anymore. Instead of two taps (open Radial Menu > tap attack button), now
one tap suffices to pick a spawn point just like one left mouse click
now does.

Fixes https://github.com/openfrontio/OpenFrontIO/issues/3609

Also from UnitLayer > onTouch:
- remove redundant isValidRef check. Since isValidCoord check was added
in PR 3226 above it, we know it is a correct coord and with that correct
ref, already.
- remove redundant comment about isValidCoord/Ref not being checked
there yet intentionally, because it is actually being checked there
since PR 3226.

## 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: iamlewis <lewismmmm@gmail.com>
2026-04-08 14:49:51 -07:00
VariableVince 105404ca50 Fix: Player Panel shown on top of Win Modal (#3618)
## Description:

Put Win Modal on top of other modals, namely the Player Panel (z-index
10001) and EmojiTable (z-index 10002). Because currently if Player Panel
is open when the Win Modal (z-index 9999) appears on death/win, the
Panel is incorrectly shown on top of the Win Modal.

Fix is to up Win Modal z-index to 10010, which also leaves room for
other (newly added) panels/modals below it still.

Fixes:
https://discord.com/channels/1284581928254701718/1284581928833388619/1491504813521895534

![image](https://github.com/user-attachments/assets/31803878-628f-41e5-83a5-7f6a2a6fa884)

## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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- [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
2026-04-08 14:48:49 -07:00
Alex Besios 55e8a4edb7 feat: add NewsBox component and integrate news items into PlayPage (#3545)
Resolves #2998 

## Description:

Adds a news box to the lobby homepage that advertises upcoming clan
tournaments, weekly tournaments, and new player tutorials. The component
sits above the username input and cycles through items automatically.

<img width="1138" height="591" alt="screenshot-2026-03-31_00-48-33"
src="https://github.com/user-attachments/assets/4b79287d-6aca-4c81-9bfe-36aad043f381"
/>

<img width="1107" height="595" alt="screenshot-2026-03-31_00-48-24"
src="https://github.com/user-attachments/assets/598e6b8b-e0f2-4864-a5fb-a00c0cc98f37"
/>

<img width="1367" height="599" alt="screenshot-2026-03-31_00-48-04"
src="https://github.com/user-attachments/assets/14f74e70-9dc0-4d67-af6e-c4708e539490"
/>


## 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:

deathllotus

---------

Co-authored-by: Evan <evanpelle@gmail.com>
2026-04-08 10:53:02 -07:00
Loncile 38222bfe34 Strait of Malacca map adition (#3599)
## Description:
Adition of Strait of Malacca map

It adds a new map, requested by
Coolson
awildcoolson
Describe the PR.
The map added is a map inspired by the strait of Malacca, it contains
two large landmasses and some islands
## Please complete the following:

- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced

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

lerithmercano

---------

Co-authored-by: Ricky G.P. <realtacoco@gmail.com>
Co-authored-by: VariableVince <24507472+VariableVince@users.noreply.github.com>
2026-04-07 22:12:12 -07:00
evanpelle 347e16c581 update API.md to warn that rate limits are strict 2026-04-07 17:08:31 -07:00
evanpelle bf73eb9b7a update clan sessions api documentation 2026-04-07 17:06:46 -07:00
FloPinguin 50bd075b1c Fix deselected host lobby settings persisting for joiners 🐛 (#3607)
## Description:

### Problem

When a host toggled off certain settings (game length, PVP immunity,
starting gold, gold multiplier, disable alliances) in the host lobby
modal, joiners still saw the old values. The settings appeared "stuck"
once enabled.

### Root Cause

`putGameConfig()` sent `undefined` for disabled settings, but
`JSON.stringify` strips `undefined` properties entirely. The server's
`!== undefined` guard never fired, so the old value was never cleared.

### Fix

- **HostLobbyModal**: Send `null` instead of `undefined` when these
settings are toggled off (`null` survives JSON serialization)
- **Schemas**: Add `.nullable()` to the five affected fields
(`maxTimerValue`, `spawnImmunityDuration`, `goldMultiplier`,
`startingGold`, `disableAlliances`)
- **GameServer**: Use `?? undefined` (nullish coalescing) to convert
incoming `null` back to `undefined` when storing on the config

Other settings are unaffected. Booleans like `infiniteGold` always send
`true`/`false`, and fields like `bots`/`gameMap` always have a concrete
value..

## 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>
2026-04-07 11:51:42 -07:00
Ralfi Salhon 1cbee79cc7 Reduce Attacking Troops Overlay Reflows (#3608)
## Description:

Vimacs on Discord pointed out a heavier than needed DOM load from the
[AttackingTroopsOverlay
PR](https://github.com/openfrontio/OpenFrontIO/pull/3427)

- Caches a single `labelTemplate` in `AttackingTroopsOverlay`, built
once on init and cloned per label instead of recreating it each time
- Removes redundant inline style assignments that were repeated on every
label creation
- Simplifies `updateLabelContent` by accessing template-guaranteed
children directly by index

## Please complete the following:

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and I've added it to the en.json file
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responsibility for any bugs introduced

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

Radyus
2026-04-07 09:51:23 -07:00
evanpelle ea7af50b25 fix Privilege check after bad merge 2026-04-06 21:28:47 -07:00