Ports the sound-emission logic from v31's deleted FxLayer into a new
controller registered with the game renderer. Per-tick it scans the
worker's update stream and emits PlaySoundEffectEvent for unit launches,
nuke detonations, structure/warship builds (local player only), and
conquests where the local player is the conqueror.
## 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
## 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
Wires the existing ToggleStructureEvent (emitted on UnitDisplay button
mouseenter/leave) to view.setHighlightStructureTypes via a small
StructureHighlightController. StructurePass + StructureLevelPass already
implement the highlight visual — this just connects the two ends.
## Description:
Show factory and defence post radius for ghost structure when placing
structures from build bar (unitdisplay).
Show when city/port is placed directly over existing railroad, by
highlighting the railroad green. The railroad is not highlighted when
instead a city/port nearby the ghost structure will be upgraded instead
of placing it on the railroad. This works with the existing code in
buildableUnits in PlayerImpl: it would already return an empty array []
for overlappingRailroads and for ghostRailPaths when canUpgrade is
false. So the old checks for uiState for Canvas2D in
BuildPreviewController weren't even needed per se, they followed the
same logic as buildableUnits in PlayerImpl already did.
Both changes emulate how it worked before the move to WebGL.
- OverlappingRailroads now returns TileRefs instead of a railroad ID,
and it does so with less allocations than the previous code. It's a
determistic outcome, sorted and deduplicated. In doubt about this a bit,
because it's better also in case we ever do desync checks using this
data, but for the rendering it isn't needed per se and could be more
performant without allocations.
- Also: Cleanup obsolete Canvas2D rail highlighting state (UIState) that
was superseded by GhostPreviewData.
## 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
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
The contents (Lit web components for in-game chat, build menu, leaderboard,
attack displays, etc.) are HUD, not graphics — the actual graphics is in
client/render/.