Commit Graph

810 Commits

Author SHA1 Message Date
noahschmal 21776e81af Feature/colorblind mode (#4150)
**Add approved & assigned issue number here:**

Resolves #2549

## Description:

Adds colorblind mode. Similar to dark mode, it exists as a toggle in
settings. When enabled, it swaps the game's theme (which is refactored
to extend from a theme base class) to use more colorblind-friendly
colors and brightness variations. Borders are darkened, and terrarin is
separated by lightness. Friendly/Foe colors and switched to blue/orange
instead of red/green.

The theme refactor supports adding new themes without having to
reimplement the color distribution system. New themes can extend the
BaseTheme and supply the data, such as palettes, team-color variations,
and terrain.

New setting:
<img width="880" height="273" alt="Screenshot 2026-06-04 at 11 30 27 AM"
src="https://github.com/user-attachments/assets/d5d573d5-cc64-4ac1-95c2-00627faf17cc"
/>

New color palette:
<img width="1119" height="757" alt="Screenshot 2026-06-04 at 11 30
59 AM"
src="https://github.com/user-attachments/assets/2bb15bc9-992b-41ae-ab0e-b01fe0c3c6bb"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

jetaviz
2026-06-11 10:53:03 -07:00
Evan 7137347b7d Fade player names under the cursor, with a graphics setting to tune it (#4221)
## Description:

Player name plates can block the view of what's underneath them
(structures, units, terrain). This PR fades the entire name plate —
name, troop count, flag, and emoji/status row — to 25% opacity while the
cursor is over it, so you can see and click what's behind it.

**How it works:**

- `HoverHighlightController` pushes the cursor's world position into the
renderer on mouse move.
- `NamePass` hit-tests the cursor against each player's name plate
bounds on the CPU (mirroring the lerp/sizing math in `name.vert.glsl`)
and passes the matched player's ID to the text, icon, and status-icon
programs, which apply the alpha multiplier in their shaders.

**Graphics setting:**

- New "Name opacity under cursor" slider in the Graphics Settings modal
(Name Labels section), range 0–1, default 0.25. Setting it to 1 disables
the fade entirely.
- Wired through the existing `GraphicsOverrides` pipeline: changes apply
live and are cleared by "Reset to defaults".
- Tuning knob exposed as `name.hoverFadeAlpha` in `render-settings.json`
and the debug GUI.

## Please complete the following:

- [ ] 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
- [ ] I have added relevant tests to the test directory

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

evan
2026-06-11 09:25:13 -07:00
RickD004 af2849a2d7 Adds "Juan De Fuca Strait" map - 3 way team map (#4215)
Resolves #4148

## Description:

Adds "Juan de Fuca Strait" map. This is the Strait in Washington and
British Columbia: https://en.wikipedia.org/wiki/Strait_of_Juan_de_Fuca

This map is meant to be a brand new 3-team way map, since all the team
maps we have are either made for 2 or 4 teams.
The map is bumped towards this gamemode similar to how Baikal is bumped
to 2 teams.

Map also has Additional Nations, for a total fof 62, for Human vs
Nations and solo games
<img width="1365" height="602" alt="image"
src="https://github.com/user-attachments/assets/9cb86727-db06-4fcb-bee4-85e7b5d47d15"
/>
<img width="1319" height="488" alt="image"
src="https://github.com/user-attachments/assets/13fd9a01-7ec6-49ab-81c3-40b566cbf6e0"
/>
data from OpenTopography, already credited

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-10 20:00:53 -07:00
evanpelle 9189aac687 Improve railroad visibility: own-rail contrast color and thickness setting
Local-player rails previously rendered in the white focused-border color
from the palette, making them hard to see on light territory. Rails now
use a dedicated local rail color: white normally, flipped to black when
the territory backdrop is too light for white to read against (patterns
average their primary/secondary brightness).

Also add a railThickness render setting (0.5-3, default 1), exposed in
the Graphics Settings modal and the debug GUI, and persisted via
GraphicsOverrides. In the medium-zoom LOD, rails are now drawn as
screen-space anti-aliased lines around each tile's rail centerline,
accumulated from the 3x3 neighborhood so thick lines spill cleanly into
neighboring tiles; detailed mode scales its sub-grid band widths.

- PlayerView: compute railColor() (white/black by backdrop brightness)
- RailroadPass/shader: uLocalPlayerID, uLocalRailColor, uRailThickness
- render-settings.json, RenderSettings, GraphicsOverrides,
  RenderOverrides: new railroad.railThickness knob
- GraphicsSettingsModal: "Train track thickness" slider (+ en.json keys)
- tests: schema + apply coverage for railroad overrides
2026-06-10 18:57:02 -07:00
FloPinguin b0e7d04f6e Add help notification system to control panel ℹ️ (#4212)
Resolves https://github.com/openfrontio/OpenFrontIO/issues/3445

## Description:

I copied the PR #3743 from @luctrate (Add army limit warning indicator
for team games) to this PR because he didn't respond to requested
changes but I thought it's important.

I expanded on it, now its a full help message system:

**Warnings (orange):**
- Army limit: shown in team games with donations when troops exceed 80%
of max
- Low troops: shown when troops drop below 1k (=> new noob player who
clicks too much)

<img width="764" height="251"
alt="582494157-cf19b13e-a0a9-44e4-8de8-86c007fe9c79"
src="https://github.com/user-attachments/assets/6b4996d9-1993-4d2c-98ba-afba17a5ca4d"
/>

**Info messages (blue):**
- Borders a traitor ally: "You can betray traitors without becoming a
traitor yourself" (Because its not obvious for new players)
- Borders an allied AFK player: "You can attack disconnected players
even if you are allied with them" (Because its not obvious for new
players)
- Borders an AFK teammate: "You can attack disconnected teammates"
(Because its not obvious for new players)

Info messages only appear when the player has not attacked the relevant
neighbor for at least 15 seconds, so they do not show up without reason.

<img width="524" height="141" alt="image"
src="https://github.com/user-attachments/assets/88d74661-d47e-45a7-9f91-d4f5361114b7"
/>

New "Help Messages" toggle in settings (default: on)

<img width="409" height="105" alt="image"
src="https://github.com/user-attachments/assets/24bc8bed-777b-4f72-9451-02116ac39db0"
/>

Implementation details:
- Border detection uses async borderTiles() refreshed every 1s, cached
in a Set of nearby player smallIDs
- Outgoing attacks are tracked per-target to compute the 15-second idle
threshold
- New armyLimitWarningThreshold() on Config (returns 0.8)
- All user-facing strings go through translateText() with en.json
entries

AI Model used: MiMo 2.5 Pro

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory

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

FloPinguin
2026-06-10 17:00:24 -07:00
evanpelle 9396df1ca4 Remove unit capture event messages
Drop the "Your {unit} was captured by {name}" and "Captured {unit} from
{name}" display messages on unit ownership change in UnitImpl. They fired
on every capture — dominated by warships taking trade ships — and were
too spammy to be useful, so players tuned them out.

Also clean up the now-unused pieces:
- Remove the UNIT_CAPTURED_BY_ENEMY message type, its category mapping,
  and its case in getMessageTypeClasses.
- Remove the orphaned unit_captured_by_enemy and captured_enemy_unit
  en.json keys.

CAPTURED_ENEMY_UNIT is kept — still used by the trade-ship gold message.
2026-06-10 15:58:25 -07:00
bijx fe0b79ef21 Feat: Favourite maps tab (#4207)
Resolves #4202 

## Description:

As suggested in some suggestions in the main OF server
[[thread](https://discord.com/channels/1284581928254701718/1472496670267805782)],
we should have a map favouriting system since there are over 70 maps
already. People (myself included) have some maps we constantly play
during solo/private matches, so a favourite tab would be huge.

This feature adds the favourites tab to the solo and private match
selection screens. It works using localStorage for saving (device
persistence) but I can just as easily implement an infra update where
players have a 1-many relation with a `FavouriteMaps` table. That can be
a future solution. Video example right now:


https://github.com/user-attachments/assets/e8e278ab-d305-499a-81a9-d570e05db051


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

bijx
2026-06-10 13:51:37 -07:00
Katokoda 9e9708468c Fix/nation names special caracters (#4195)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:** 

Resolves #4165

## Description:

This PR update the test checking validity of Nation Names to include the
new character constraint explained below.
It also fixes the 10 Nations that invalid characters (that did not
render correctly on the map).

**The new character constraint**
According to testing, the game map renders correctly all safe
Extended-ASCII characters (non colored in www.ascii-code.com =
[0x20–0x7E] or [0xA0-0xFF]). Other characters, when present in Nation
Names, are rendered correctly in the rest of the game but not on the
map, where they are trimmed to the last byte, which is then interpreted
as Extended-ASCII and rendered if possible.


**How to quickly check my assertion**
1. Change the file resources/maps/world/manifest.json, renaming one of
the countries to "a.á.आ!š!慢!".
2. Start a game on the world map without any bots
3. Verify that the nation name is well displayed in its overlay but is
shown as "a.á.!a!b!" on the map.
(characters before a point are preserved, but characters before an
exclamation mark are missing/changed).
4. run `npm run test` and notice that the NationName test fails and
lists the three non-valid characters.

Explanation: The string is represented in UNICODE-16 as
\u0061\u002e\u00e1\u002e\u0906\u0021\u0161\u0021\u6162\u0021.
Which, when we keep only the right-most byte of each character gives:
61 2e e1 2e 06 21 61 21 62 21
And, converted in Extended-ASCII gives:
a.á.�!a!b!
(which matches the showed name if we discard the control character).

**The 10 Nations which needed a fix**
Utqiaġvik from the Bearing Strait.
Ar Rayyān from the Strait of Hormuz.
6 Nations in the Bosphorus Straits.
2 Easter-egg Nations from Luna.

The 8 real-world Nations were adapted by simply removing the diacritics
(after confirmation from a speaker of arabic and turkish, but sadly none
for the Utqiaġvik Nation).
The Secret Base from Luna was renamed "T0Þ $e¢®ët Mi|¡tªr¥ ß@§£", all
within Extended-ASCII, keeping the same spirit as the original name.

However, the Monolith Nation (previously named ▊, without any flag) has
changed quite a lot and needs some explanation.

**Easter-egg Nation Monolith**
The new name is "ΜΟΝΟʟΙȚΗ", which is entirely outside of the valid
character zone but in a way that entirely disappears on the map (as the
आ character in the example above). This means that on the map, the
Nation has no name and only its Monolith-flag.
However, in all other places (leaderboard, overlay, alliances, warnings,
etc.) the name is displayed correctly.
The included test excludes this precise name from its violation list.

<img width="1512" height="632" alt="image"
src="https://github.com/user-attachments/assets/998693f2-edb4-417c-9054-35dc4819a57d"
/>
The Monolith Nation without its name but with a Monolith 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

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

Katokoda
2026-06-10 13:44:37 -07:00
Aotumuri dda47b0813 Make clan tag warning clickable (#4163)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4154

## Description:

Adds a join path from reserved clan tag warnings to the clan detail
modal.


https://github.com/user-attachments/assets/cc0f4cb8-be8e-414a-8147-7a744069999e


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

aotumuri
2026-06-10 13:42:22 -07:00
evanpelle 2d28d5463b Add territory saturation and opacity graphics settings
Expose two new user-configurable map-overlay controls in the graphics
settings modal: territory saturation (mutes fill colors toward grayscale)
and territory opacity (lets terrain show through the fill).

The territory fragment shader blends the fill toward its luminance based
on uSaturation and applies uTerritoryAlpha as the absolute fill opacity.
Both are wired through RenderSettings, the GraphicsOverrides schema,
applyGraphicsOverrides, the debug Layout sliders, and TerritoryPass
uniforms, with defaults (saturation 1, alpha 0.588) in render-settings.json.
Adds the corresponding en.json label/description strings.
2026-06-09 19:16:04 -07:00
crunchybbb 855695b78e Adds Hong Kong map (#4191)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4152(issue number)

## Description:


- Adds a map of Hong Kong. The size is 2781x1997 with land area of 41%
(2.2mil pixels). The islands, straits, harbors, coastlines and
peninsulas make for some very intersting gameplay.
- HK is the second densest place on earth. To simulate this, there are
71 nations based on districts, parks, islands, etc. (Kowloon and HK
Island are so crowded with nations, there may be only 1-2 tribes that
spawn there!)
- Large coastal plains, passes and mountain ranges across islands and
the mainland

map image
<img width="2781" height="1997" alt="hk-improvedriver"
src="https://github.com/user-attachments/assets/ef324fca-88f7-487c-adb0-fa31fc370458"
/>

showcase https://www.youtube.com/watch?v=DosBDttQVmE

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

DISCORD_USERNAME crunchybbbbb

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-06-09 18:39:48 -07:00
evanpelle 65e99b25e7 Add retreating warship indicator and warship 2-color treatment
Warships now render with a dedicated center accent band so their state
reads at a glance:
- Normal: center + outer ring share the territory color (2-color look),
  hull uses the border color.
- Angry (attacking): outer ring and center turn red.
- Retreating to repair: the center blinks black.

The warship sprite center moved to its own gray value (100) in the unit
atlas so the shader can drive it via a new fourth replacement band, with
no per-unit-type branching — the missiles' shared 130 blend band is
untouched.

Warship repair-retreat (warshipState.state === "retreating") now feeds
the existing UnitState.retreating boolean in UnitView, which UnitPass
maps to a FLAG_RETREATING instance flag.
2026-06-08 17:32:21 -07:00
evanpelle 99a20ac032 Shrink warship shell sprite to a single pixel
The shell (unit-atlas.png col 7) was a centered 3×3 white square, so it
rendered as a 3×3-world-tile block. Replace it with a single centered
white pixel so shells render as one pixel, matching the original
pixel-shell look. The atlas is sampled with NEAREST and unitSize is 13
(1 atlas px ≈ 1 world tile), so the lone pixel stays crisp.

Update the UnitPass header comments that described the shell as 3×3.
2026-06-08 14:31:02 -07:00
evanpelle ea95069604 Move special effects toggle to graphics settings, wire to renderer
The special effects toggle wrote settings.specialEffects but nothing in
the WebGL pipeline read it — the FX pass is gated on passEnabled.fx. The
setting was orphaned when the old canvas renderer was removed, so the
toggle had no visual effect.

Move the toggle into the graphics settings modal (under a new Effects
section) and remove it from the in-game settings modal and the homepage
user settings modal. Rewire it to a passEnabled.fx graphics override so
it actually toggles the FX pass, applied live via the existing graphics
override listener.

Delete the now-dead fxLayer()/toggleFxLayer() from UserSettings.

Note: users who previously disabled special effects will reset to on,
since the old settings.specialEffects key is no longer read.
2026-06-08 14:15:07 -07:00
evanpelle 1c1728f6fa Add map hover/railroad graphics overrides and fix territory highlight
Extend GraphicsOverrides with a mapOverlay group (territory highlight,
border highlight amount, border highlight thickness) and a railroad
group (train track draw distance), wired through the schema,
applyGraphicsOverrides, and new sliders in the graphics settings modal.

Fix the territory hover highlight: the shader received uHighlightBrighten
but ignored it, applying a hardcoded saturation boost so the setting had
no effect. It now drives a contrast boost (push channels away from
mid-gray), with 0 disabling the effect.

The train track slider is presented as a "draw distance" (inverted
railMinZoom) so higher = tracks stay visible when more zoomed out.

Also move the Graphics settings button to the top of the settings modal.
2026-06-08 14:03:01 -07:00
Patrick Plays Badly 1e3f50436c Add map world inverted (#4189)
Resolves #4187

## Description:
Add Map - World Inverted

1248x2500, 1,561,000 land tiles
~100 standard. Over 250+ total.
https://www.youtube.com/watch?v=w2LVZQXZoaU
https://discord.com/channels/1284581928254701718/1509034328766812210

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory


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

PlaysBadly
2026-06-08 13:43:55 -07:00
crunchybbb 8a510977ba [Fix] Adds flags to nations on Lemnos, Hormuz, Two Lakes, other minor fixes (#4173)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4160 

## Description:

Adds missing flags to nations on Strait of Hormuz, Two Lakes, and
Lemnos.
Also adds a Bahrain npc



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory


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

DISCORD_USERNAME crunchybbbbb
2026-06-08 10:02:09 -07:00
RickD004 27517e3698 Adds Mississippi River map - vertical pipe map (#4176)
Resolves #4153 

## Description:

Add Mississippi river, inspired by Amazon, but vertical. Pipe-type map
along Amazon and Passage. 11 nations, with 51 additional nations for a
total of 62 for Humans vs Nations gamemode.


https://github.com/user-attachments/assets/6596a7bf-b529-442a-99b1-815493ee0e96


https://github.com/user-attachments/assets/5bb4959b-8ef3-428a-8e3a-94c424fa092b


https://github.com/user-attachments/assets/e4d4622e-ea42-4edf-9d86-d9d00c0fdde4

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-06 19:26:34 -07:00
evanpelle 385b4dd686 Add steady glow effect beneath hydrogen bomb
Render a soft radial glow underneath the hydrogen bomb sprite in
UnitPass. H-bomb instances draw an enlarged quad (hBombGlowScale) so
there's room for the halo; a cell-space UV remap keeps the sprite at its
normal size while the margin becomes glow area. The glow is a steady
(non-pulsing) radial falloff in a warm amber, alpha-blended underneath
the sprite and suppressed in alt/affiliation view.

Detection uses a HYDROGEN_BOMB_COL shader define derived from
UNIT_ORDER, so it tracks the atlas layout rather than hard-coding the
column. All other units are unaffected (scale 1, same fillrate); this
stays a single program / two instanced draw calls.

Glow color, scale, strength, and falloff are exposed in
render-settings.json for live tuning via the debug GUI.
2026-06-05 19:47:07 -07:00
RickD004 37b7a781c2 Huge map update: Re-make of the terrain of multiple maps for better gameplay (#4139)
Resolves #4099

## Description:

Remake the terrain of various maps with green gaps in their terrain,
example below (strait of gibraltar)
<img width="608" height="383" alt="image"
src="https://github.com/user-attachments/assets/9272cf00-6620-4711-81a9-64ebf6a7990d"
/>

### Why?

In maps with continuous brown and white terrain, it is easier for a
player to defend against an attacker, as these types of terrains slow
down troops. However in maps with green gaps like the one in the
example, the troops will just rush in the green gaps and surround all
the white terrain, instantly absorbing them, which makes the terrain
mostly useless against defending.

I believe that this new type of terrain (using proper elevation data
instead of "hillshade like the ones used in these maps) is better for
gameplay as it adds more complexity to attacks and defense, and also
brings diversity to spawns, as right now these maps have functionally
all-green terrain all across them

I also changed the coastline of some maps that had them very pixelated.
This sometimes caused some rivers to dissapear and some islands to be
merged into blobs.

I kept the rivers of all maps even if slightly updated, to not change
naval gameplay.

The maps changed were:

Black Sea (terrain and coastline)
Gateway to the Atlantic (terrain only)
Between 2 seas (terrain only)
Iceland (terrain and coastline)
East Asia (terrain only)
Falklands (terrain and coastline)
Halkidiki (terrain only)
Strait of Gibraltar (terrain and coastline)
Italia (terrain and coastline)
Japan (terrain only)
Two Lakes (terrain only)

<img width="1058" height="536" alt="Captura de pantalla 2026-06-02
213132"
src="https://github.com/user-attachments/assets/58fb357b-8738-4388-bbc5-d6c9c1ac4699"
/>
<img width="625" height="583" alt="Captura de pantalla 2026-06-02
213251"
src="https://github.com/user-attachments/assets/99ead586-f790-4088-baef-ad179f3c0119"
/>
<img width="535" height="537" alt="Captura de pantalla 2026-06-02
213336"
src="https://github.com/user-attachments/assets/66755b25-e362-4ef0-b7ff-48b51fdabbbd"
/>
<img width="639" height="561" alt="Captura de pantalla 2026-06-02
231736"
src="https://github.com/user-attachments/assets/22802e9a-5989-4204-9002-61afef22696b"
/>
<img width="680" height="543" alt="Captura de pantalla 2026-06-02
231804"
src="https://github.com/user-attachments/assets/bfae63b6-81e3-4d53-bf17-962332b2c9b0"
/>
<img width="742" height="545" alt="Captura de pantalla 2026-06-02
212309"
src="https://github.com/user-attachments/assets/cdb933c7-5361-4db5-aa4f-c641d0fc4662"
/>
<img width="613" height="546" alt="Captura de pantalla 2026-06-02
212531"
src="https://github.com/user-attachments/assets/352148be-01fb-491b-ae39-746c54d3c278"
/>
<img width="908" height="548" alt="Captura de pantalla 2026-06-02
212709"
src="https://github.com/user-attachments/assets/f6a1ec03-fed8-4872-9a65-0a1ef4268035"
/>
<img width="718" height="536" alt="Captura de pantalla 2026-06-02
212839"
src="https://github.com/user-attachments/assets/5ec1e581-142c-45d6-af0d-e642989e1be1"
/>
<img width="516" height="544" alt="Captura de pantalla 2026-06-02
212937"
src="https://github.com/user-attachments/assets/9843ef29-81f1-45c3-ba7e-49ad2693571d"
/>
<img width="801" height="537" alt="Captura de pantalla 2026-06-02
213028"
src="https://github.com/user-attachments/assets/252822b5-2f2d-456e-a207-85367fab8e02"
/>

Terrain sources from NASA and OpenTopography, both already credited in
CREDITS

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

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

tri.star1011
2026-06-04 15:59:30 -07:00
Patrick Plays Badly b4058b5a58 Add map chopping block (#4143)
Resolves #4080

## Description:

Add Map Chopping Block
https://youtu.be/NpX73lHiKO8

Increased multiplier for 4 player team games and water nukes (plug in
center among other shortcuts). This map was made as a faster alternative
to Labyrinth. Map has been modified since last submission to be 'less
crazy'.

## 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

## Discord username:

PlaysBadly
2026-06-04 15:58:34 -07:00
Ryan 9c2ac05506 clantag part 1 (#4066)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

adds a check to see if you're in a clan or not. if not, checks to see if
the clan exists, if it does, warns the user, if it doesn't, lets them
use it.

## 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
2026-06-03 14:25:55 -07:00
RickD004 95377f0361 Adds map of Southeast Asia (#4105)
Resolves #4098

## Description:

Adds Southeast Asia map for v32. Very requested map. 31 default nations
(with an extra 31 named for HvN).

Map for intense warship and naval warfare with many, many islands. Also
adds flags of the region to be used by nations in the map. More info
specified in issue


https://github.com/user-attachments/assets/b4151db4-825a-4c1c-8bf8-7b760ae056d2

## 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
2026-06-01 17:29:56 -07:00
Aotumuri b38f8ed1f8 mls (v5.4) (#4086)
## Description:

Version identifier within MLS: v5.4

[Changed languages]
- bg
- eo
- fa
- fr
- hu
- ja
- ru
- uk
- zh-CN

[Change volume]
- Changed languages: 9
- Changed files: 9
- Changed lines: 17653
- metadata.json: unchanged

Final reviewer: meow

This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.

## 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
2026-05-31 19:55:50 -07:00
Evan 712b2bc473 Show bonus amount on currency packs (#3907)
Show bonus amount on currency packs

- Add `bonusAmount` field to `PackSchema` (non-negative int)
- Render a rotated green corner ribbon (`+X FREE!`) on pack tiles when
`bonusAmount > 0`
- Add `cosmetics.free` translation key with `numFree` param

<img width="720" height="359" alt="Screenshot 2026-05-12 at 7 40 12 AM"
src="https://github.com/user-attachments/assets/3dd70fc4-c922-47f4-aee6-055047b58563"
/>

Describe the PR.

- [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

regression is found:

evan
2026-05-31 15:09:36 +01:00
iamlewis 14ac5ab3c6 Tos update (#3917)
## Description:

Bump "Last Updated" dates to 5/13/2026 and replace OpenFront LLC
references with OpenFront Inc. across Terms of Service and Privacy
Policy. Update corporate designation to a Delaware corporation, change
registered agent/address to Paracorp Incorporated (2140 South Dupont
Hwy, Camden, DE), and switch governing law from California to Delaware.
Minor wording clarifications in the introduction and contact/legal
sections.

## 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
2026-05-31 15:09:08 +01:00
RickD004 c049a81b86 Adds map of the Caribbean 🏴‍☠️ (#4067)
## Description:

Fixes #4069

Adds map of the Caribbean sea and its islands. Archipelago map with lots
of islands, lots of water and a lot of trade.

This map has multiple large landmasses of similar size to prevent
steamrolls (the largest islands and landmasses are around 30%), and
many, many small islands where players can survive and trade. Players
will have to island hop in order to win. 34 nations of Caribbean
countries and territories, with an extra 28 AdditionalNations for a
total of 62 nations for crowded HvN.

Heavy Island maps are very popular in the broader community and we dont
have one for v32, so i figured it would be nice to have a very requested
and popular world location

570k land tiles, fairly small for a map, would be right placed before
World (600k tiles). Also adds some flags of caribbean regions.


https://github.com/user-attachments/assets/9eae81ec-58eb-4594-89fd-2f95742f8b3a

Terrain source from OpenTopography, already credited. No modification to
the tests are needed for new maps added in Game.ts

## 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
2026-05-29 19:23:21 -07:00
TKTK123456 9d4080fbe8 Adds onion map (#4057)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #4055 

## Description:

Adds a 512*512 onion map with 3 nations (Leafer Confederation, Outer
Enclave and Inner Tribe)

<img width="128" height="128" alt="thumbnail"
src="https://github.com/user-attachments/assets/8d97d8dc-6286-4e79-a459-767c936d49ec"
/>


## 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:

tktk1234567
2026-05-29 15:58:02 -07:00
evanpelle 7c75df8426 bugfix: mirv skull eyes not showing 2026-05-29 10:50:00 -07:00
RickD004 b043dc6c15 Team Maps Expansion: New team spawnzones for multiple maps (#4058)
## Description:

Lets give Teams and HvN gamemodes some attention. Adds team spawnzones
to the following maps, and boosts them to appear more frequently as this
gamemode:

- Straitofgibraltar - 2 teams
- Aegean - 2 teams
- Beringsea - 2 teams
- Beringstrait - 2 teams
- Bosphorusstraits - 2 teams
- Conakry - 2 teams
- Falklandislands - 2 teams
- Straitofhormuz - 2 teams
- Tradersdream - 2 teams
- Surrounded - 2 teams & 4 teams
- Pluto - 2 teams
- Gulf of St. Lawrence - 3 teams

These maps (especially the ones for 2 teams) are all very symmetrical
and would be nice gift for the playerbase, which enjoys these kind of
games like FourIslands4Teams and Baikal2Teams. This is also nice for
HvN, as it centralizes the players and gives them a better chance at
defeating the nations.

Screenshots of the maps with the new team spawnzones:


<img width="1320" height="486" alt="Captura de pantalla 2026-05-28
001558"
src="https://github.com/user-attachments/assets/e0b4bea6-d1b7-4793-a995-ec2a139a5af6"
/>
<img width="1177" height="528" alt="Captura de pantalla 2026-05-28
001913"
src="https://github.com/user-attachments/assets/28ec5bf8-3a02-4660-ba62-3edbcabeaf51"
/>
<img width="1147" height="531" alt="Captura de pantalla 2026-05-28
002032"
src="https://github.com/user-attachments/assets/b148f1ae-473a-4505-b0f4-ca8820fbbb55"
/>
<img width="1219" height="536" alt="Captura de pantalla 2026-05-28
002348"
src="https://github.com/user-attachments/assets/89af4d27-eadf-447c-9bde-d0dcfe1ff757"
/>
<img width="923" height="524" alt="Captura de pantalla 2026-05-28
002704"
src="https://github.com/user-attachments/assets/50ad1b11-1685-41fb-b14d-088a2f0db88b"
/>
<img width="1307" height="456" alt="Captura de pantalla 2026-05-28
002859"
src="https://github.com/user-attachments/assets/4ef18da9-336a-4698-8af0-2769467148b4"
/>
<img width="1219" height="548" alt="Captura de pantalla 2026-05-28
003134"
src="https://github.com/user-attachments/assets/d0a514bf-e6e6-43f6-89b7-2168bc395010"
/>
<img width="1200" height="538" alt="Captura de pantalla 2026-05-28
003449"
src="https://github.com/user-attachments/assets/c1672296-db4d-4baf-9992-4bb380fab4e9"
/>
<img width="1032" height="501" alt="Captura de pantalla 2026-05-28
003650"
src="https://github.com/user-attachments/assets/8dd5ee07-3ac3-4f03-a56e-31c01d612655"
/>
<img width="1074" height="525" alt="Captura de pantalla 2026-05-28
003951"
src="https://github.com/user-attachments/assets/e140706b-3f1c-4e09-b70c-efc3e6536c60"
/>
<img width="914" height="513" alt="Captura de pantalla 2026-05-28
004632"
src="https://github.com/user-attachments/assets/e0dd6820-62f4-48b6-8356-df20c0e6ed8f"
/>
<img width="988" height="509" alt="Captura de pantalla 2026-05-28
005518"
src="https://github.com/user-attachments/assets/0da95c41-1191-4de4-a3ce-873839c00605"
/>
<img width="986" height="514" alt="Captura de pantalla 2026-05-28
000505"
src="https://github.com/user-attachments/assets/4eb20c73-56ba-4f9f-90af-8a047aa399eb"
/>


## 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
2026-05-28 15:34:26 -07:00
crunchybbb 1c6c07c837 Fix disconnected Yalu River, KP/CN border (#4056)
## Description:

Fixes a portion of the river on the Nk/cn border of the korea map that
was disconnected from the ocean. Very minor fix

## 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 crunchybbbbb
<img width="1092" height="2149" alt="image6767"
src="https://github.com/user-attachments/assets/d53dfc55-cc7c-4fb6-8a12-cdf64bb1af87"
/>

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-05-28 15:31:31 -07:00
crunchybbb 2cb5244ad4 Adds Map of the Yellow Sea (#4026)
## Description:

"A high-stakes naval theater where empires clash over narrow corridors,
bottleneck straits, and heavily fortified shorelines."

Modeled to the exact strategic proportions of the classic Black Sea map,
Yellow Sea shifts the focus of global conflict to East Asia. The map is
defined by its massive central body of water, making naval dominance
absolutely essential for survival. However, unlike wide-open oceans,
control of the Yellow Sea is entirely dictated by its unique coastal
geography.
The Shandong And Liaoning Peninsulas are The definitive feature of the
map. Two massive, opposing peninsulas project deep into the sea, acting
as natural, heavily contestable daggers. They create tight naval choke
points in the central waters while forcing land-based players into
brutal, linear frontlines where every pixel of territory is bought with
blood.
The Continental Rim: A sprawling mainland coast wraps around the
northern and western edges of the map, offering expansive land routes
for players who prefer sweeping land invasions over amphibious assaults.

Scale Class: Medium

Gameplay Style: Naval/Land Hybrid, Tactical Choke Points, Frontline
Bottlenecks

Nations: 8
North Korea South Korea Liaoning Shandong Beijing Hebei Tianjin Jilin



description mostly generated by google gemini ai

## 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 crunchybbbbb

<img width="1660" height="1266" alt="Screenshot 2026-05-24 220103"
src="https://github.com/user-attachments/assets/800c6732-677d-44f1-ba5c-c60da5f199e0"
/>


<img width="1500" height="1152" alt="yellow_sea2"
src="https://github.com/user-attachments/assets/9b3ba34a-3f9c-4485-9235-f953fd07be4c"
/>

Game play video https://youtu.be/IcRPTM0rHM0

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-05-28 15:30:47 -07:00
evanpelle 10bf2be102 Remove unused Structure Sprites setting
The structureSprites toggle was only read by the toggle UIs themselves —
no rendering code ever consulted it. Drops the getter/setter from
UserSettings, both toggle rows (SettingsModal + UserSettingModal), and
the en.json keys. Other-language entries are left for Crowdin to reap.
2026-05-28 14:54:43 -07:00
evanpelle fc3d80ec73 Add Classic Icons toggle to Graphics Settings
Adds a "Classic icons" toggle in the structure-icons section of the
Graphics Settings modal. Off (default) keeps today's renderer look;
on switches to a classic style — lighter player-colored shape behind
a dark icon glyph, with 0.75 alpha for a subtle translucent feel.

Exposes the underlying tuning as new render-settings knobs
(`structure.fillDarken`, `borderDarken`, `iconAlpha`, `iconR/G/B`) and
threads them through the structure shader as uniforms, replacing the
previously hardcoded `darken(_, 0.65)` / `darken(_, 0.35)` calls and
the hardcoded white `vec3(1.0)` icon color. The `classicIcons` boolean
in the override schema is the single user-facing knob; the generator
derives the five underlying field values from it. Extends the
ClientGameRunner live-apply path to copy the `structure` slice too,
and adds tests covering the schema and preset derivation.
2026-05-28 14:47:40 -07:00
evanpelle e938e5936b Add Graphics Settings name color toggle and unit tests
Adds a single "Name color" toggle (Colored / Black) to the Graphics
Settings modal, backed by a `darkNames` boolean in the override schema
that derives the five underlying name-rendering fields
(fill/outline player-color flags + static outline RGB). Forcing the
outline RGB to 0 in dark mode is what makes the shader's defaultFill
ramp actually render black — flipping the boolean uniforms alone
wasn't enough because the fill is derived from uOutlineColor when
fillUsePlayerColor is false.

Flips the render-settings.json defaults so black names are the
renderer baseline; the modal's no-override state follows the JSON
source of truth. Adds tests covering schema parse behavior and the
generateRenderSettings derivation for each override field.
2026-05-28 13:54:05 -07:00
Evan 20bc311caf Add Graphics Settings modal with live name-label tuning (#4065)
## Description:

- Add a user-facing **Graphics Settings** modal accessible from the
in-game Settings menu, with live preview as sliders change.
- First two knobs: **Name Scale** and **Minimum Name Size** (the
name-cull threshold).
- Overrides stored as a single JSON blob in `localStorage` under
`settings.graphics`, validated by a Zod schema
(`GraphicsOverridesSchema`). Future graphics knobs just extend the
schema + slider list.

## How it fits together

- `generateRenderSettings(overrides)` (`RenderSettings.ts`) — pure
function: clones `render-settings.json` defaults, layers overrides on
top, returns a fresh `RenderSettings`.
- `UserSettings.graphicsOverrides()` / `setGraphicsOverrides()` —
read/write the blob; falls back to `{}` on a missing/corrupt entry.
- `ClientGameRunner` listens for
`USER_SETTINGS_CHANGED_EVENT:settings.graphics`, regenerates, and
`Object.assign`s each category into the live `view.getSettings()` slice
so passes pick up the new values on the next frame (no renderer
reconstruction).
- Modal reads defaults straight from `render-settings.json` so there's
no duplication.


<img width="599" height="515" alt="Screenshot 2026-05-28 at 11 18 43 AM"
src="https://github.com/user-attachments/assets/263d7d91-10d8-4a66-a069-10015c735d60"
/>

## 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
2026-05-28 13:06:43 -07:00
evanpelle 8142bc1070 Add Render Debug GUI toggle to settings modal
The lil-gui render-settings panel (createDebugGui) has been an orphaned
export since the WebGL renderer landed — no caller, no hotkey, no menu
entry. Wire it to a button in SettingsModal that toggles the panel on
and off, and group it with the existing Performance Overlay toggle
under a new "Development Only" section above the Exit Game block.
2026-05-28 09:09:44 -07:00
Patrick Plays Badly 172113193f Add May Labyrinth (#4002)
## Description:

Labyrinth is a maze type map. My attempt at making a more chess style
board for play. Games with bots appear stable at over 45min average run
times. The map has been setup for team spawn zones for 2, 3, 4, 5, 6,
and 7 teams. Some of the team spawns for odd numbers are experimental
and I would like to see how they play out with live players. Additional
nation names included. There are other design factors like each of the
large squares being within the blast radius of a hydro; small islands
are within the blast radius of nukes.

This is meant as a slower playing game. My intentions are to get some
sort of literal rotation of the map in the future if easily implemented.
That way every time players load the game there would be some
randomization.

As an additional note one of my last edit to the map was the "+" shape
to the islands to allow train passage. Zooming out I can see now that
the pattern is squares and + through out. Did not fully intend on that,
but it felt like good vibes.


https://discord.com/channels/1284581928254701718/1293201128858587207/threads/1497062552784605316
https://www.youtube.com/watch?v=e8c-TylT4hs
https://www.youtube.com/watch?v=0-yqrfr3nv0


## 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

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-05-26 19:25:43 -07:00
RickD004 1551de8ee3 Standarize map names across info and manifest jsons (#4011)
## Description:

Just a text change. 4 maps had inconsistencies in their names in their
info.json (and by consequence the manifest). If sites extracted map
names from one of these they would appear with an inconsistent name. The
south america map for example was named "Americas", and appeared as such
in the pathfinding playground (thats where i noticed these
inconsistencies)

## 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
2026-05-26 19:13:29 -07:00
crunchybbb b086881a4e Add Korea Map (#3977)
## Description:

Add map of korean peninsula. Size 1092x2149
Nations: 35
based on provinces

## 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
crunchybbbbb @crunchybbbbb_59469


<img width="1092" height="2149" alt="Korea-2"
src="https://github.com/user-attachments/assets/874100e8-4a68-4f57-b2f7-49aa87b8194d"
/>

two teams nations war video https://www.youtube.com/watch?v=n4h7GAfAHTM

---------

Co-authored-by: Ricky G.P. <realtacoco@gmail.com>
2026-05-26 19:11:13 -07:00
RickD004 5a2c0504eb adds map of the Balkans (using Additional nations feature) (#3998)
## Description:

Adds map of the Balkan Peninsula and surroundings. Heavily requested map
with multiple posts on the Discord all with over 10 or 20 upvotes.

23 NPC/Nations based on countries and relevant regions of the area. Adds
an extra 39 nations for crowded Humans vs Nations gamemode for a total
of 62 NPCs, based on regions of multiple countries. Also some flags for
some regions.

Source from NASA DEM, already credited

Photo of base map, and 62 HvN:


<img width="614" height="588" alt="Captura de pantalla 2026-05-24
030105"
src="https://github.com/user-attachments/assets/5742a4c3-1b1f-4ca7-858d-91529861dd81"
/>

<img width="548" height="547" alt="image"
src="https://github.com/user-attachments/assets/758d8ad0-1515-41b8-8d42-14e76cdd54ed"
/>

This map completes the quartet row of "polemic" maps for v32

<img width="678" height="119" alt="image"
src="https://github.com/user-attachments/assets/9e6f4ef1-f0cc-48ea-a59f-b7ff69033b73"
/>

## 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
2026-05-24 16:09:37 +01:00
evanpelle 0e9ff93a84 Add team-grouping hint to friends panel
Surface why a player would want to add friends: a small info
card at the top of the panel noting that friends are placed on
the same team.
2026-05-23 21:07:06 +01:00
RickD004 b1ec3ac70f Adds Indian Subcontinent map (#3975)
## Description:

Adds Map of the Indian Subcontinent, with indian and pakistani states
and surrounding countries, important rivers like the Ganges, Brahmaputra
and Indus, and Tibet/ theHimalayas

2M land pixels and 52 Nations (i think its fitting that India has the
most nations of a regional map, only continental maps have more)

Should be nice to boost whatever indian playerbase this game might have.
This region also doesnt have any representation aside from continental
maps

<img width="584" height="598" alt="image"
src="https://github.com/user-attachments/assets/4089049a-800b-4e37-ab34-2afc5de821e8"
/>
<img width="418" height="462" alt="image"
src="https://github.com/user-attachments/assets/a68e2424-5972-4105-86c9-0312ab095024"
/>

Elevation data from NASA DEM, already credited in CREDITS.md

No reference test is needed, the test suite automatically iterates over
all GameMapType enum values — no map is hardcoded by name in the tests

## 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
2026-05-23 17:38:03 +01:00
Evan fd6cd762e6 feat: friends panel (#3990)
## Description:

# Add Friends tab to Account modal

## Summary

- Adds a "Friends" tab to the Account modal, alongside Account / Stats /
Games.
- New `<friends-list>` Lit component covering the full friend lifecycle:
send request, accept / deny incoming, withdraw outgoing, remove friend,
paginated list with "Load more".
- New `FriendsApi.ts` wrapping `GET/POST/DELETE /friends*` endpoints
with typed error codes (`not_found` / `conflict` / `bad_request` /
`request_failed`).
- Zod schemas for the friend API responses in `core/ApiSchemas.ts`.
- Translations under a new `friends.*` block in `en.json`.

Friends and pending requests are displayed by public ID via
`copy-button`, matching the existing clan convention.


## 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
2026-05-23 16:16:16 +01:00
Ryan a14cf0edc1 Clan Game History (#3988)
## Description:

Adds 
<img width="1046" height="901" alt="image"
src="https://github.com/user-attachments/assets/930b0d27-4707-4836-b068-620346e7e3a7"
/>

continuation of infra https://github.com/openfrontio/infra/pull/345
## 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
2026-05-22 22:30:16 +01:00
Evan 458d04e278 split account modal into multiple tabs (#3986)
## Description:

The account modal was getting too large, too much scrolling.


<img width="1091" height="779" alt="Screenshot 2026-05-22 at 2 23 23 PM"
src="https://github.com/user-attachments/assets/9553c80d-7d17-4cfd-8992-88bb335a972e"
/>
<img width="970" height="781" alt="Screenshot 2026-05-22 at 2 23 33 PM"
src="https://github.com/user-attachments/assets/847e70eb-57b7-440b-adb6-bb7c18ada43c"
/>
<img width="1100" height="718" alt="Screenshot 2026-05-22 at 2 23 42 PM"
src="https://github.com/user-attachments/assets/5b08d44c-743a-4245-86a3-bf62e01008e9"
/>


## 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
2026-05-22 15:12:01 +01:00
Evan 19beab9a70 flags (#3985)
# Dynamic flag atlas (runtime TEXTURE_2D_ARRAY)

Replaces the build-time `flag-atlas.png` with a runtime
`TEXTURE_2D_ARRAY`
populated on demand from each player's server-resolved flag URL. Layers
are
deduped by URL (every "Mercia" bot shares one slot), so the per-game
working
set is bounded by unique flags, not player count.

## Why

The store will eventually ship hundreds of custom flags fetched from the
CDN,
which can't be baked into a static atlas. Moving to a runtime array also
lets
the catalog grow without bloating the client bundle.

## Side effect (bonus)

Human players' country flags (`country:US`, etc.) now display next to
their
names in-game. The old atlas only contained nation names, so non-nation
flags
were silently dropped.

## Notes

- Cell size is fixed at 128×85; loaded images are aspect-fit and
centered.
- Layer cap is 512 (clamped to `MAX_ARRAY_TEXTURE_LAYERS`). Past the
cap,
  further flag requests render no icon.
- Mipmaps are regenerated after each layer upload.
- Recommend store pipeline caps custom flag uploads at SVG or PNG ≤
256×170,
  ≤ 50 KB (decode-time RAM and bandwidth, not VRAM).


## 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
2026-05-22 13:19:22 +01:00
Evan 41ef675e98 Improve Notification Panel (#3913)
Resolves #3910

## Description:

- Split the events HUD into two components: a new
**`<actionable-events>`** that owns alliance prompts (request / renew)
and a slimmed-down **`<events-display>`** for everything else.
- Reworked `<events-display>` into two visual tiers: dim/scrolling tier
2 on top (trade results, unit losses, donations, alliance status),
prominent tier 1 anchored at the bottom (inbound nukes, naval invasion,
attack requests, alliance broken, conquered player, chat). Tier 2 caps
at the 4 newest entries; events expire after 8s.
- Added a transient **+gold pip** above the gold pill in
`<control-panel>`, animated with a small fade-in. Fires for trade ships,
trains, donations, and conquest. Trade-ship and train arrivals are
removed from the events scroll since they're surfaced here instead.
- New `MessageType.NUKE_DETONATED` and a server-side emission in
`NukeExecution.detonate` — once an inbound nuke lands or gets
intercepted, the inbound warning vanishes and a "detonated" entry takes
its place.
- `displayMessage` gained optional `unitID` and `focusPlayerID` params
so events can link to a unit or a player. Unit captures and destructions
now navigate to the unit's last tile when clicked; donations navigate to
the other player.
- ActionableEvents card width matches `<events-display>`; cards persist
until the user clicks Accept/Reject/Renew/Ignore or the server-side
request timeout expires.
- Removed the in-events category filter UI and the gold-amount banner —
`<events-display>` is now a lightweight log that hides entirely when
empty.

<img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM"
src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c"
/>

<img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM"
src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3"
/>

## 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
2026-05-21 19:50:10 +01:00
RickD004 6a8b6a1b2f Changes for Rebalancing the Taiwan Strait map (#3970)
## Description:

Resizes the Taiwan Strait map for v32, to rebalance it for 2 team games:

Yesterday the map was tested in a stream and it turned out to be
unbalanced due to the size difference of the landmasses:
https://youtu.be/gildSwTdd4I?t=2516

Adds Team spawnzones for 2 teams.

Also removes and adds new nations , suggested by its map creator
crunchybbbbb_59469 on Discord

## 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

Taiwan Strait map by crunchybbbbb_59469 on Discord, who i worked with in
this rebalance

---------

Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
2026-05-19 21:40:07 +00:00
RickD004 6591b055c3 Adds map of Venice 🛶 (#3935)
## Description:

Adds map of Venice. A relatively small map (similar land area to World)
for heavy trade and lots of boating.

Because of the very low difference of elevation of the zone, terrain is
instead used to show buildings.

Map source from OpenStreetMap, already credited in CREDITS.md

Very requested map, with 2 discord posts suggesting it with +15 upvotes
each

<img width="794" height="569" alt="image"
src="https://github.com/user-attachments/assets/ca7d44f2-cfc9-4e93-b7d4-43dbe62f74d4"
/>

## 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
2026-05-18 19:43:02 -07:00