## Description:
Incremental GPU border recompute — sequel to #4159.
On 10 yo low-end chrome book this increased performance by ~5fps. I'm
now able to get 40fps on GWM.
`BorderComputePass` previously re-ran its fragment shader over every
tile on
the map every time any input changed (tile flip, highlight, relation,
defense post). Cost was O(mapW × mapH) per invalidation, and tile flips
invalidate it ~every render frame in live play.
This PR adds `BorderScatterPass`, which runs the same fragment shader
but
rasterizes only one POINT per dirty tile (plus its 4 cardinal neighbors,
to
cover the cardinal-neighbor read in the border shader). Cost is O(dirty
tiles) regardless of map size or spatial distribution.
### What changed
- New `BorderScatterPass` — owns its own FBO, VAO, and instance buffer;
shares the border fragment shader with `BorderComputePass` so the two
paths can't diverge in output.
- `BorderComputePass.draw()` now picks per frame:
- **Full recompute** — when `globalDirty` is set by highlight / relation
/
defense-post changes (those affect tiles across the whole map).
- **Scatter** — when only per-tile patches have been queued via
`patchTile()`.
- `TerritoryPass.flushTileTexture()` now returns `"none" | "full" |
"scatter"` instead of `boolean`, so the renderer can pick the right
downstream invalidation:
- `"full"` → `borderPass.markGlobalDirty()` (full tile upload supersedes
per-tile patches).
- `"scatter"` → no-op; per-tile patches were already pushed via the
wired `borderPatchConsumer` callback during drip drain.
- Renderer wires `territoryPass.setBorderPatchConsumer((x, y) =>
borderPass.patchTile(x, y))` so every per-tile scatter write to
`tileTex`
also schedules an incremental border recompute for that tile + its
neighbors.
### Known limitation
Highlight-thicken rings (within `uHighlightThicken` of a changed tile)
are
NOT incrementally repainted — they'll lag visually until the next full
recompute. In practice this is short-lived (the next highlight change or
seek triggers a full recompute) and not visible during normal play; the
trade is documented in the `BorderScatterPass` header.
## 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:
evan
## Description
Reduces the amount of tile data sent to the gpu each tick, roughly
~10fps rate increase on 10 year old chromebook.
Two changes to the territory rendering path:
### 1. Split `passEnabled.mapOverlay` into four flags
The single `mapOverlay` toggle controlled four unrelated passes
(territory fill, border compute, border stamp, trail). Splits it into
`territory`, `borderCompute`, `borderStamp`, `trail` so each can be
toggled independently in the debug GUI. Pure rename — default behavior
is unchanged (all four default to `true`).
### 2. GPU scatter for per-frame tile texture updates
Replaces the dirty-row bbox `texSubImage2D` upload in `TerritoryPass`
with a new `TileScatterPass` that uploads a small attribute buffer of
`(x, y, state)` patches and runs a single `POINTS` draw into an FBO
bound to `tileTex`. Each patch rasterizes as a 1×1 point into exactly
its target texel.
**Why:** the old path's cost scaled with the bounding box of the dirty
rows, not the number of changed tiles. In typical play, tile changes are
spread across the whole map (multiple players fighting in different
regions, scattered trails/fallout), so the bbox covered most of the
map's rows and we re-uploaded mostly-unchanged data every frame. The new
path is constant cost in patch count regardless of spatial distribution,
and no longer scales with map size.
The full-upload path (initial load / seek / spawn-phase flush) is
unchanged. `fullUploadPending` correctly supersedes any queued scatter
patches.
## Please complete the following:
- [x] I have added screenshots for all UI updates *(N/A — no UI
changes)*
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file *(N/A — no user-facing text)*
- [x] I have added relevant tests to the test directory *(renderer code,
not covered by unit tests; verified visually)*
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
- The renderer no longer knows what "dark mode" is.
`RenderSettings.dayNight.mode` (`"light" | "dark"`) is gone — passes
read neutral values (`lighting.ambient: number`, `lighting.enabled:
boolean`).
- `render-settings.json` holds the light-mode baseline. Dark mode is
just another override layer, applied the same way as graphics settings
(`darkNames`, `classicIcons`, etc.).
- New `src/client/render/gl/RenderOverrides.ts` exposes two in-place
mutators with matching shapes:
- `applyGraphicsOverrides(settings, overrides)` — replaces the old
`generateRenderSettings`
- `applyDarkModeOverride(settings, isDark)`
- `ClientGameRunner` regenerates the live settings each time the user
setting changes via `deepAssign(live, createRenderSettings())` + the
override chain. No per-slice copy list, no intermediate object — adding
a new override that touches a new section just works.
- Renamed `dayNight` → `lighting`; collapsed `nightAmbient`/`dayAmbient`
into single `ambient`; renamed `enableLightCompositing` → `enabled`.
- Bumped dark-mode ambient from 0.15 → 0.35 so terrain stays readable.
<img width="1250" height="846" alt="Screenshot 2026-06-02 at 11 47
28 AM"
src="https://github.com/user-attachments/assets/b41e8ffb-6011-4ba0-9e1f-c2a21ff90794"
/>
## 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:
evan
**Add approved & assigned issue number here:**
Resolves#2549
## Description:
Themes are purely for the client's rendering, and the server doesn't
need context on them. This PR moves `Theme.ts` from
`src/core/configuration` to `src/client/theme` and moves affiliation
colors to `render-settings.json`.
This is to support the ability to add additional themes more quickly,
such as colorblind-friendly themes. No visible changes occur from this
refactor.
## 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
---------
Co-authored-by: Josh Harris <josh@wickedsick.com>
The renderer kept a parallel CONSTRUCTION_DURATIONS table in
src/client/render/GameConstants.ts that had drifted from Config: port
showed as 20 ticks but the simulation builds it in 50, so the bar hit
100% and idled for 30 ticks. SAM/silo cooldown constants were also
stale (120/75 vs Config's 90/90), making the missile-readiness bar
slightly wrong too.
Delete GameConstants.ts entirely. Thread the Config instance through
WebGLGameView → GPURenderer → BarPass / FxPass / FxSpritePass /
WorldTextPass; passes call config.unitInfo(...).constructionDuration,
config.SAMCooldown(), config.deletionMarkDuration(), config.msPerTick()
directly. Add Config.msPerTick() since no method existed for it.
Move the visual-only NUKE_EXPLOSION_RADII (not a game-logic value)
into FxSpritePass where it's used.
## Description:
Add image-based territory skins as a new cosmetic type, rendered
alongside the existing 1-bit patterns. Skins render a single PNG
centered on each player's spawn tile — opaque pixels show the skin
(multiplied by team color in team games, raw colors in FFA), transparent
pixels and tiles outside the image bounds fall through to the regular
player palette color.
**Cosmetic plumbing**
- `SkinSchema` in `CosmeticSchemas.ts`, optional `skins` map on
`CosmeticsSchema`
- `PlayerSkin`, `PlayerCosmetics.skin`, `PlayerCosmeticRefs.skinName` in
`Schemas.ts`
- Server-side resolution: `PrivilegeCheckerImpl.isSkinAllowed` (gated by
`skin:*` / `skin:<name>` flares)
- Client persistence: stored under `PATTERN_KEY` (`pattern:` and `skin:`
share one slot — they're mutually exclusive)
- `getPlayerCosmeticsRefs` only emits a `skinName` when cosmetics are
loaded, the skin exists in the catalog, and the user has the right flare
— otherwise drops the ref and clears storage
**Renderer**
- `SkinAtlasArray` — fixed `TEXTURE_2D_ARRAY`, 1024×1024 per layer,
exact layer count allocated once at game start from the locked-in player
set. No resize, no callbacks, no retained `HTMLImageElement`. Zero GPU
cost when no players have skins (1×1 placeholder).
- `skinLayerTex` (R8UI 4096×1) — per-player `layer + 1` (`0` = no skin)
- `skinAnchorTex` (RG16UI 4096×1) — per-player spawn tile, so the PNG
center anchors at each player's spawn (re-uploads when the player
re-picks during spawn phase)
- `WebGLFrameBuilder.syncPlayers` collects unique skin URLs on first
sync and calls `view.initSkinAtlas(urls)` once; `clearCaches()` resets
so seek/replay re-initializes
- `territory.frag.glsl`: skin branch is mutually exclusive with
patterns; bounds-checks UVs against `[0, 1]` so the image is a single
stamp, not tiled; alpha-blends against the player palette color so
transparent pixels and out-of-bounds tiles render as the regular player
color
**Hover highlight (global UX change, not skin-scoped)**
- Existing hover highlight changed from "brighten toward white" to
"saturation boost." Applies to all players regardless of
skin/pattern/flat-color — looks better across the board.
**UI**
- `CosmeticButton` renders skins as a single `<img>` (object-contain)
- `TerritoryPatternsModal` merges patterns + skins into one grid; single
"default" tile clears both
- Selecting a pattern clears the skin and vice versa (mutually
exclusive)
- `Store` pattern tab includes skin entries (purchasable, not-yet-owned)
- `PatternInput` lobby button previews the active skin when one is set
**Memory**
- 0 skin players → ~4 bytes (placeholder) + ~40 KB fixed per-player
tables
- 1 skin player → ~5.6 MB GPU
- 5 skin players → ~28 MB GPU
- 10 skin players → ~56 MB GPU
**Tests**
- `tests/Privilege.test.ts`: 13 new cases covering `isSkinAllowed`
(wildcard, exact-match, missing flare, missing skin, forged refs) and
`isAllowed` integration (allowed/forbidden paths, short-circuit when
invalid skin is paired with valid other cosmetics)
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Replaces the DOM-based `AttackingTroopsOverlay` with
`AttackingTroopsController`, rendering attack troop counts through
`WorldTextPass` instead of a separate fixed-position DOM container.
## Summary
- New `AttackingTroopsController` polls `attackClusteredPositions()`
every 200ms and pushes labels to the WebGL view each frame, lerping
cluster positions over 250ms for smooth front-line movement (replaces
the old CSS `transform 0.25s` transition).
- `WorldTextPass` gains `setAttackTroopLabels()` and renders them at a
fixed on-screen size (zoom-independent) using `screenScale / zoom`.
- World text now draws on top of `NamePass` so attack callouts aren't
hidden behind centered player names.
- Fragment shader adds a soft quadratic dark halo around every
world-text label; extent uses the remaining SDF range after the hard
outline so it fades smoothly to zero (no rectangular clipping).
- Deletes `AttackingTroopsOverlay.ts`; existing unit tests repointed to
the controller's exported `alignClusterOrder`.
<img width="369" height="395" alt="Screenshot 2026-05-24 at 4 43 51 PM"
src="https://github.com/user-attachments/assets/4dbffe20-77f9-4c0f-b956-ecf543538f8d"
/>
## 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
Moves the AlternateViewEvent / ToggleCoordinateGridEvent subscriptions out of
ClientGameRunner into a dedicated controller in src/client/controllers/. Also
wires ToggleCoordinateGridEvent (M keybind) — previously emitted with no
listener — so the persistent coordinate-grid toggle works. Grid + alt-view
hide names only under alt-view; M keeps names visible.
## Description:
# Ghost structure cost label
Renders the gold cost of the currently-selected build under the ghost
structure cursor, with color-coded affordability/placement state. Honors
the
existing `cursorCostLabel` user setting (legacy name `ghostPricePill`,
already
shipping ON by default).
## Behavior
| State | Color |
|---|---|
| Can afford + valid placement | white |
| Can afford + can't place here (port on land, overlap, …) | gray |
| Can't afford | red |
The number is formatted via `renderNumber` (project-wide convention —
`1.5K`,
`1.23M`, etc.) and rendered as MSDF text at a fixed world-space scale,
centered
under the ghost icon.
## Implementation
The cost was already plumbed end-to-end on
[`GhostPreviewData.cost`](src/client/render/types/Renderer.ts) but never
visualized. This PR:
- Extends [`GhostPreviewData`](src/client/render/types/Renderer.ts) with
`showCost` (from setting) and `canAfford` (gold
vs. cost check, computed in
[BuildPreviewController](src/client/controllers/BuildPreviewController.ts)).
- Adds a `setGhostCostLabel(...)` channel to the MSDF text pass — one
persistent,
non-animated text instance alongside the existing ephemeral popups. No
new
pass, no new shader.
- Wires
[`Renderer.updateGhostPreview`](src/client/render/gl/Renderer.ts) to
push the label whenever a ghost is active.
- Renames `ConquestPopupPass` →
[`WorldTextPass`](src/client/render/gl/passes/WorldTextPass.ts) (and its
shader dir
`conquest-popup/` → `world-text/`) since it now handles conquest popups,
bonus popups, and the ghost cost label. Done with `git mv` so history is
preserved.
https://github.com/user-attachments/assets/c5b21bf3-f440-4c28-9b94-843df9bf6a37
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Reworks the visual look of nuked tiles to read uniformly green (no more
brown/black bleed-through), and moves the ember "particle" effect out of
the border passes — where it lived as a storage-sharing hack — into the
fallout system where it belongs.
## What changed visually
- **Fresh fallout**: bright uniform bloom with a hint of flickering
green particles dampened on fresh tiles, ramping up as heat decays
(`particleFreshScale` controls the fresh-tile dampening).
- **Stale fallout**: dark-green ground (was near-black charcoal), with
full-strength flickering particles in dark-green ↔ light-green.
- **Particles**: per-tile flicker is now de-synced (each tile pulses at
its own rate, 0.4×–1.6× base speed) so the eye can't lock onto a global
rhythm.
- **No more brown/black pixels** in fallout zones. Two root causes were
fixed:
- The territory pass now renders stale-nuke ground for **all** fallout
tiles, not just unowned ones — so an owned player's color can't show
through where the bloom is dim/transparent.
- The ember stamp (which fully replaced tile color with orange) is gone;
particle render is now additive and color-tuned green.
## Architecture cleanup
The ember effect was conceptually fallout-domain, but lived in
`BorderComputePass` (writing intensity into `borderTex.g`) and
`BorderStampPass` (stamping orange dots), just because the border pass
already had an RGBA8 texture with a free G channel. Two consumers read
from it (`BorderStampPass`, `FalloutLightPass`), and the per-tile
flicker math used no border data at all.
This PR relocates the math inline into the two passes that actually need
it (`FalloutBloomPass.extract.frag.glsl` and
`FalloutLightPass.fallout-light.frag.glsl`), drops the ember code from
both border passes, and renames `mapOverlay.ember*` →
`falloutBloom.particle*` so the settings live with their pass.
Side benefits:
- **Animation correctness**: the old setup only updated ember intensity
when `BorderComputePass`'s dirty flag flipped (highlight change,
relations update, etc.), so the supposed flicker was actually a frozen
snapshot between border events. The new inline path runs every frame as
intended.
- **Slightly cheaper per-frame compute**: removed a per-dirty-event
full-map writeback to `borderTex.g`; added a few cheap ALU ops (1 sin +
2 hashes) per fallout tile in shaders that were already running. Same
texture memory.
## Other small changes
- Renamed `mapOverlay.charcoal*` → `mapOverlay.staleNuke*` (charcoal was
a misnomer now that the ground is green).
- Added `staleNukeR/G/B` for the ground color (was hardcoded grey).
- `intensityHot` bumped 0.6 → 1.8 for a brighter fresh-nuke glow.
- Raised `railroad.railMinZoom` 2 → 4 and `railDetailZoom` 4 → 6 so
rails pop in later (separate small commit).
<img width="354" height="371" alt="Screenshot 2026-05-22 at 10 37 34 AM"
src="https://github.com/user-attachments/assets/03b46c45-c617-41b3-b3e4-9934f064bfe1"
/>
<img width="335" height="358" alt="Screenshot 2026-05-22 at 10 37 43 AM"
src="https://github.com/user-attachments/assets/af370b19-8f22-4694-9859-1ad52aa755a7"
/>
<img width="651" height="613" alt="Screenshot 2026-05-22 at 10 38 09 AM"
src="https://github.com/user-attachments/assets/e06e5101-8529-49f6-b29a-ce0563eb52d6"
/>
## 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
relates to #893
## Description:
Territory updates were uploaded in one shot per game tick, producing a
10 Hz tile update which looked choppy. This change drips each tick's
tile changes across the ~6 render frames between ticks so the fill flows
continuously instead of stepping.
Inside TerritoryPass, each changed tile is hashed by ref into one of N
buckets (configurable via tileDrip.bucketCount, set to 9 — gives ~50 ms
of jitter headroom over the tick period without making attacks feel
laggy). One bucket drains per render frame. The stable per-ref hash
keeps repeated updates to the same tile in arrival order, so the latest
owner always wins.
While in there, moved trail state ownership out of TerritoryPass and
into TrailPass where it belongs — the territory shader doesn't sample
trailTex, so the colocation was just code-reuse drift.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Display territory skins (patterns) again.
## 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
Terrain was uploaded once at game start and treated as static — water
nukes (land → water conversion) mutated the sim's terrain bytes but
the rendered terrain stayed dry.
Plumbed a delta path: TerrainPass and RailroadPass each get
applyTerrainDelta(refs, bytes), Renderer + GameView forward, and
WebGLFrameBuilder pushes each tick from gameView.recentlyUpdatedTerrainTiles().
Per-tile encoding is shared via the new encodeTerrainTile helper in
ColorUtils so the startup full-map build and the per-tile delta updates
can't drift.
The render/ tree was the only place in the client still using kebab-case
filenames. Brings ~80 files in line with the rest of src/client/
(BuildPreviewController, TransformHandler, etc.). Directories kept as
they were (name-pass/, fx-pass/, passes/, utils/, debug/) since the
codebase already mixes those.
Two collisions surfaced and got resolved: render/types/ is a directory,
not a file, so its imports kept the lowercase form; and the sed pass
incidentally normalized core/pathfinding imports, which had to be
reverted since that file is actually lowercase on disk despite some
imports having referenced it as ./Types under macOS case-insensitive
resolution.