## Description:
I think this fixes the stalemate issue mentioned in the previous PR
without restoring the attack loss "bug". I tried making very small
adjustments (possibly too small?) to meet the goal of very gradually
changing the feel of the game.
If stalemate is still an issue, would recommend boosting the toAdd
parameter. I think the issue is not that attack losses are too high
relative to defender, but rather that large attackers get nerfed so much
by this formula. Going up to .8 from .73 is a roughly 10% boost in troop
growth for an attacker that is 4x the size of a defender. Not sure
anyone will notice, but it adds up over game time.
## 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:
1brucben
Resolves#3582
## Description:
Almost exactly the same fix as #3574 , just to RailroadLayer instead of
StuctureLayer.
While browsers like Firefox will report their maximum texture size of
16384, going over 8192 causes extreme VRAM usage and massive FPS drops.
This issue is slightly more elusive as the RailroadLayer texture is not
rendered until the first railroad is created, meaning FPS will suddenly
drop mid-game.
This PR sets the RailroadLayer texture size to cap at 8192, while
keeping near-exact scales. The result is increased performance, reduced
VRAM Usage, (especially in larger maps), and the resolution of the
unplayable performance issues when RailroadLayer is present, with zero
noticeable degradation.
All tested on Giant World, where the issues were first spotted, but
applies to all maps.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
Discord: @EnderBoy9217
Resolves#3685
## Description:
Adds fullscreen support for both desktop and mobile:
**Desktop / Android** — a fullscreen toggle button in the in-game HUD
(right sidebar), next to the settings button. Icon switches between
expand/compress depending on current state, synced with
`fullscreenchange` event (works with F11 too). Hidden on browsers that
don't support `document.fullscreenEnabled`.
**iOS** — since Safari doesn't support the Fullscreen API, a dismissible
banner is shown on the main screen (above the lobby cards) explaining
how to add the game to the Home Screen for a fullscreen experience. The
banner includes:
- **How** button — opens a step-by-step guide modal with iOS version
detection (iOS 26+ shows updated steps for the new ··· menu location,
including the extra Share step inside the menu)
- **Later** — hides until next visit
- **Never** — permanently dismisses via localStorage
- **Click here** button styled as a speech bubble with a tail pointing
toward the Share button location (center for iOS ≤18, right for iOS 26+)
All user-facing strings are wired through `translateText()` with keys
added to `en.json`.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## UI changes:
### For [Fullscreen API supported
browsers](https://caniuse.com/?search=fullscreen+api):
https://github.com/user-attachments/assets/026e6a67-d070-4a7e-897b-52396a43191e
### For safari on ios: (add to homescreen modal)
<img width="375" height="667" alt="IMG_2242"
src="https://github.com/user-attachments/assets/9d0a6454-8512-44cf-b6ed-989de3ff02bc"
/>
<img width="648" height="1292" alt="CleanShot 2026-04-22 at 11 29 27@2x"
src="https://github.com/user-attachments/assets/dba1c218-2b73-4bc0-ac7d-14962eb79327"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
(re-submission of older PR because the old one had too many merge
conflicts)
Re-adds and reworks the previously April Fools "Reglaciated Antarctica"
as a new map, this time with proper elevation data: Map of Antarctica
centered in the South Pole.
The "appeal" of this a map is that it has no green terrain. (As such it
has a really low rotation number (of 1). )
This also completes the Continental map category (antarctica was the
only continent out of the traditional 7 missing).
https://github.com/user-attachments/assets/28302464-c533-483e-8a1b-2699093921ff
The base map image is a composite of 2 relief maps from 2 different
sources, both properly 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
- [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
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
Fixes these console warnings from bots:
<img width="591" height="94" alt="Screenshot 2026-04-19 033624"
src="https://github.com/user-attachments/assets/6ee79302-e2a7-4195-94e5-c1f455eb1799"
/>
Removes some spammy logs, they dont seem to be helpful?
<img width="271" height="174" alt="Screenshot 2026-04-19 033739"
src="https://github.com/user-attachments/assets/70122506-e8fb-4a72-b73e-08e72fe222bd"
/>
<img width="284" height="656" alt="Screenshot 2026-04-19 033646"
src="https://github.com/user-attachments/assets/4b4ebef2-e191-4947-9615-0e26cd9bf075"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Original Feature request by @FloPinguin
Resolves#3077
## Description:
Adds hotkeys for Requesting alliances and breaking alliances. This
allows for players to send or break alliances whose tile is under the
cursor, without opening the radial menu.
Keybinds:
New "Ally Keybinds" section in Settings -> Keybinds
Request alliance: Default: K - sends an alliance request to the
player/bot/nation under the cursor
Break alliance: Default: L - breaks the alliance with the player at the
cursor
Behavior:
- Cursor must be over a tile owned by the target player. The action runs
only when the game allows it, following the same logic as the radial
menu. (canSendAllianceRequest and canBreakAlliance)
- When an alliance request is sent, the events log shows: "Alliance
request sent to [target]" for confirmation. No extra message for
breaking an alliance (betrayal/debuff message already exists and is sent
upon breaking an alliance)
## Screenshots:
Keybind menu:
<img width="739" height="595" alt="image"
src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc"
/>
In game logs:
<img width="373" height="232" alt="image"
src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
Discord username:
_Dave9595_
## Description:
Game ID display was looking weird in team games...
Before:
<img width="389" height="321" alt="image"
src="https://github.com/user-attachments/assets/cf39b490-cfba-4c3a-86af-8f9498380eae"
/>
After:
<img width="394" height="323" alt="image"
src="https://github.com/user-attachments/assets/9e828169-b267-4627-85eb-548dca224a8a"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Resolves#3666
## Description:
Adds RTS-style box selection for warships. Hold Shift and drag (desktop)
or long-press and drag (touch/mobile) to draw a selection rectangle —
all player-owned warships inside get selected at once. A subsequent
click/tap on water sends them all to that location.
- `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player
territory color; shared between desktop and touch
- `UILayer` — same pulsing selection outline on each box-selected
warship; clears correctly when switching between single/multi selection
- `UnitLayer` — finds warships in screen rect, filters inactive ships
before sending; touch support included
- `InputHandler` — Shift+drag and touch long-press+drag both emit
selection box events; cursor becomes crosshair on Shift; discards active
ghost structure on Shift press; configurable via `shiftKey` keybind
- `Transport` — single atomic `move_multiple_warships` intent (no split
on socket drop)
- `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` —
server fans out atomic intent into individual `MoveWarshipExecution` per
ship
- `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile
for both single and multi move
- `UnitDisplay` — warship tooltip Shift hint via `translateText`
- `HelpModal` — new hotkey row: Shift + drag → select multiple warships
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## UI update
### Mouse + Keyboard
https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60
### Touch
https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79
##
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
The WS message handler read X-Forwarded-For[0] (the leftmost entry,
which is client-controllable) to key a per-IP rate limiter and to
populate the IP passed to Turnstile, Client, and the unique-IP winner
check. A client could send a different XFF per connection to bypass
all of these and indefinitely grow the limiter map.
- Drop the per-IP limiter entirely; Cloudflare already rate-limits at
the edge and no other path used this limiter.
- Add getClientIp(): prefer cf-connecting-ip (set by Cloudflare), fall
back to req.socket.remoteAddress (always nginx since workers bind
127.0.0.1). Any XFF/X-Real-IP fallback would just give CF's edge IP
or a spoofable value, so they're omitted.
## Description:
Players with the `admin` flare can now kick players from any game
(including public lobbies), not just the lobby creator in private
lobbies.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
## Description:
Similar to how Europe classic was taken off rotation, we do the same
with Britannia. The newer Britannia was slightly updated to include the
rivers of the classic version, this is because of feedback from players
in the discord server who say the rivers in the classic version are an
important part of gameplay. Map otherwise keeps same nations and size.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
Resolves#3511
## Description:
When middle-clicking a SAM launcher you own, the game calls
findAndUpgradeNearestBuilding which queries all upgradeable structures
near the clicked tile. If you can't afford the SAM upgrade, canUpgrade
is false for the SAM (because canBuildUnitType returns false when gold <
cost), so the SAM is excluded from the candidates list. If a nearby
building (e.g. a Factory) can be upgraded, it gets picked as the
"nearest" target and is upgraded instead — spending gold the player was
saving for the SAM.
The fix: after finding the best upgrade candidate, check if there's an
owned SAM within the same search radius as the clicked tile. If there
is, but the best candidate is not a SAM (meaning the SAM couldn't be
afforded), do nothing instead of upgrading the other building. This
ensures middle-clicking a SAM either upgrades it or takes no action.
##Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
## Description:
Fixes water-pathfinding errors that started appearing after the first
water nuke and persisted across the rest of the match.
Users reported warships "getting stuck" (stopped moving).
<img width="374" height="281" alt="image"
src="https://github.com/user-attachments/assets/de38b8f1-c4d8-469e-b3a7-d0cef4dfb772"
/>
### Summary
- The new `AbstractGraphBuilder.buildClusterConnectionsFromCache` was
buggy _(The cached edge costs reused by "clean" clusters were keyed by
tile pair without their original `(clusterX, clusterY)`, so a boundary
edge could be re-stamped with the wrong cluster and become untraversable
by the query-time single-cluster bounded A*. The cache now stores `{
cost, clusterX, clusterY }` and `buildClusterConnectionsFromCache`
preserves the original attribution when re-adding the edge.)_
- Warships: `findTargetUnit` now skips trade ships that are not in the
warship's water component, avoiding pathfinding to provably unreachable
targets.
- Warships: On `patrol` `NOT_FOUND`, clear `targetTile` so the warship
picks a new target. This is a defensive guard for the rare case where a
water nuke splits the component between target selection and pathfinding
- without it, the warship retries the same now-unreachable target every
tick and spams the log forever.
### Test
- Added a Warship test verifying that trade ships in a different water
component are not targeted.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Instead of begging youtubers to share their game id to be able to debug:
Display the current game ID in the top-right corner of the in-game
leaderboard panel (there was unused space)
<img width="391" height="326" alt="image"
src="https://github.com/user-attachments/assets/8b0aa7c2-fc8c-48e5-ae11-edd60fd40de9"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Re-submission of older PR:
https://github.com/openfrontio/OpenFrontIO/pull/3617
<img width="612" height="396" alt="image"
src="https://github.com/user-attachments/assets/955a0b2e-1df9-4fa3-a389-235f46a90f69"
/>
Regarding Bering Sea and Bering strait maps:
<img width="576" height="87" alt="image"
src="https://github.com/user-attachments/assets/f57031eb-f9c0-4e1e-83ff-204df51bb6c2"
/>
<img width="589" height="93" alt="image"
src="https://github.com/user-attachments/assets/629e71ba-489f-41cf-b67e-2476af8704f2"
/>
Because of mixed opinions about replacing the maps, i propose at least
this temporary compromise: Bering Sea gets added as a new map and Bering
Strait gets its rotation lowered to a small number. Since the classic
maps are probably being taken off rotation, we should have some small
breathing space for the 2 maps.
In the near future we should discuss between mapmakers in the dev server
whether we keep, replace or completely take Bering Strait off rotation,
and/or a community poll.
## 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
## Description:
- Cache `sharedWaterComponents` globally with a 30-tick (~3s) TTL so all
nations share one `O(total_border_tiles)` pass instead of each nation
re-scanning every other player's border on every call.
- Treat ocean as always-shared: any ocean neighbor short-circuits as a
valid port site, skipping the `getWaterComponent` lookup in both the
build pass and the per-tile port check.
- Exclude bots and mutually-embargoed players from the trade-partner
candidate set, so nations no longer avoid port sites that only "share"
water with a player they can never trade with.
Port placement is not time-critical, so the 3-second staleness is
acceptable and lets the expensive build amortize across many attack
cycles.
### Performance
Benchmarked on World map (2000×1000, 61 nations) with the realistic call
pattern of ~3 nations invoking `sharedWaterComponents` per tick:
- **Before (main):** ~414 μs per tick
- **After:** ~8 μs per tick amortized (29/30 ticks hit the warm cache;
1/30 rebuilds)
- **~50× faster** on this AI hot path
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
This PR fixes the `Invalid coordinates: NaN,NaN` crash during Warship
patrol execution.
### Root cause
`WarshipExecution.randomTile` picks a patrol destination inside
`warshipPatrolRange / 2` of the current patrol tile. When a search fails
to find a valid tile, the range expands by 50% per retry (`100 → 150 →
225 → 337`) and becomes odd. Once odd, `warshipPatrolRange / 2` is a
float (e.g. `112.5`), which is handed straight to
`PseudoRandom.nextInt`:
```ts
Math.floor(this.rng() * (max - min)) + min;
```
With a float `min`, this returns `integer + float` - a float. Despite
its name, `nextInt` was silently returning a non-integer. From there:
- `x = mg.x(patrolTile) + floatOffset` → float
- `mg.isValidCoord(floatX, floatY)` → `true` (only bounds were checked)
- `mg.ref(floatX, floatY)` → `yToRef[floatY] + floatX` → `undefined +
float` → `NaN`
- `hasWaterComponent(NaN, …)` → `miniMap.ref(NaN, NaN)` → **throw**
### Why this only started crashing recently
The float‑leaking `nextInt` bug has been latent since at least the
pathfinding refactor (#2866, January), which introduced the
`hasWaterComponent` check. It was invisible because the guard directly
above it short‑circuited on `NaN`:
```ts
if (!this.mg.isOcean(tile) || (!allowShoreline && this.mg.isShoreline(tile))) continue;
```
For a `NaN` tile ref, `terrain[NaN]` is `undefined`, so:
- `isOcean(NaN)` → `Boolean(undefined & OCEAN_BIT)` → **`false`**
- `isLand(NaN)` → **`false`**
- `isWater(NaN)` → `!isLand(NaN)` → **`true`**
Before: `!isOcean(NaN)` was `true`, execution hit `continue`, and the
poisoned ref never reached `hasWaterComponent`. The "Trading in lakes"
PR (#3653) relaxed that single line to allow patrol on lakes:
```diff
- if (!this.mg.isOcean(tile) || ...) continue;
+ if (!this.mg.isWater(tile) || ...) continue;
```
Because `isWater(NaN)` is `true`, `!isWater(NaN)` is now `false` -
execution falls through to `hasWaterComponent(NaN, …)` and crashes.
#3653 didn't introduce the bug; it just happened to remove the
accidental NaN filter that was hiding it.
### Changes
- **`PseudoRandom.nextInt`** - root‑cause fix. Floors both `min` and
`max` so `nextInt` always returns an integer regardless of what callers
pass. Future callers can't re‑trip this trap.
- **`WarshipExecution.randomTile`** - replaced the unsafe
`this.warship.patrolTile()!` non‑null assertion with a proper
`undefined` guard that returns early.
- **`GameMap.isValidCoord`** - defense in depth: also requires
`Number.isInteger(x)` and `Number.isInteger(y)`. Non‑integer coords can
still be produced outside `nextInt` (trig, arithmetic); this makes
`ref()` fail loudly at the boundary instead of silently producing `NaN`
refs.
### Original stacktrace
Please paste the following in your bug report in Discord:
Game crashed!
game id: gGicMpDh
client id: wXE5SpT2
Error: Invalid coordinates: NaN,NaN
Message: Error: Invalid coordinates: NaN,NaN
at at.ref
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:64853)
at r_.hasWaterComponent
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:243326)
at l_.hasWaterComponent
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:260740)
at b1.randomTile
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:92634)
at b1.patrol
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:91728)
at b1.tick
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:89996)
at
https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:251463
at Array.forEach (<anonymous>)
at l_.executeNextTick
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:251383)
at p_.executeNextTick
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:271256)
Discord:
https://discord.com/channels/1284581928254701718/1494336024740888667
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Fixes a game crash (`Error: array must not be empty`) thrown from
`PseudoRandom.randElement` when a nation tries to pick a nuke target
whose territory no longer exists.
## Root cause
`NationNukeBehavior.findBestNukeTarget` calls
`findIncomingAttackPlayer`, which iterates the player's
`_incomingAttacks`. `AttackImpl` instances can linger in this array past
the point where the attacker has lost all tiles — the attack is only
removed on explicit `delete()` and `removeOnDeath` cleanup isn't
guaranteed to run before other executions tick within the same turn. A
dead attacker gets returned as the nuke target, `randTerritoryTileArray`
samples their (empty) territory, and `randElement` throws on the empty
array.
## Fix
- `Player.incomingAttacks()` now filters out attacks whose attacker is
no longer alive, so consumers can't observe stale references from
mid-tick deaths.
- `randTerritoryTile` guards against `numTilesOwned() === 0` before
falling back to `randElement(p.tiles())` as a defense-in-depth safeguard
at the util level.
- `PlayerImpl.toUpdate()` now uses the `incomingAttacks()` /
`outgoingAttacks()` accessors (rather than the raw `_` arrays) so
serialized client state stays consistent with the server-side view.
`outgoingAttacks()` is intentionally left unfiltered, the engine relies
on seeing in-flight attacks during their retreat phase after a target is
conquered (attack merging/cancellation in `AttackExecution.init`).
### Bug report from discord
Please paste the following in your bug report in Discord:
Game crashed!
game id: LQDSWbh6
client id: JjwysSLN
Error: array must not be empty
Message: Error: array must not be empty
at sa.randElement
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:28:39166)
at H1
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:116429)
at Jc
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:116135)
at G1.maybeSendNuke
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:117597)
at n5.tick
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:171764)
at https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:251463
at Array.forEach (<anonymous>)
at c.executeNextTick
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:251383)
at b.executeNextTick
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:271256)
at S_
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:366356)
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
This PR adds support for `Shift+<key>` keybind combinations across the
entire keybind system.
Previously, keybinds only supported a single key (e.g. `KeyB` for boat
attack). Now any keybind can be configured as `Shift+KeyB`, which will
only trigger when Shift is held down simultaneously.
Enables to use Shift + A for "select all" feature from #3677
**Changes:**
- `InputHandler.ts`: Added `parseKeybind()` helper that parses
`"Shift+KeyB"` → `{ shift: true, code: "KeyB" }`. Added
`keybindMatchesEvent()` for consistent matching across all keyup/keydown
handlers. Updated `resolveBuildKeybind()` and all keybind comparisons to
respect the shift modifier.
- `SettingKeybind.ts`: When recording a keybind, lone modifier keys
(Shift, Ctrl, etc.) are skipped — the component waits for the actual
key. If Shift is held when the key is pressed, the value is stored as
`"Shift+<code>"`.
- `Utils.ts`: `formatKeyForDisplay()` now handles the `Shift+` prefix,
displaying e.g. `"Shift+B"`.
- `tests/InputHandler.test.ts`: Added 6 tests covering Shift+ keybind
matching, negative cases (plain key not triggering Shift-bound action),
coexistence of `Digit1` and `Shift+Digit1` on different actions, and
Numpad alias support with Shift.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## UI changes:
<img width="2255" height="2070" alt="CleanShot 2026-04-15 at 20 23
25@2x"
src="https://github.com/user-attachments/assets/96c19fc3-6294-40b7-82eb-3fde52b71618"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
## Description:
Adds a new `warning` news type to the news banner system and uses it to
display a Firefox performance notice.
Changes:
- Added `warning` type with red styling to `NewsBox.ts`
- Added `news_box.warning` key (`"WARNING"`) to `en.json`
- Added Firefox performance notice to `resources/news.json` using the
new `warning` type
- Added `news_box.*` dynamic key pattern to `TranslationSystem.test.ts`
to fix unused key detection
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## UI change:
<img width="2101" height="1770" alt="CleanShot 2026-04-16 at 15 04
35@2x"
src="https://github.com/user-attachments/assets/7a8b9290-4216-4799-b271-606afd9b8723"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
## Description:
Fix null stat values from LEFT JOIN causing Zod validation failure on
player profiles
https://github.com/openfrontio/infra/pull/316 switched playerStats from
innerJoin to leftJoin so that sessions with no stats row (games that
ended instantly on spawn) are still counted in wins/losses/total.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
Catches names like "[HIT]LER" where neither the clan
tag nor the username is profane on its own, but concatenating them
forms a slur. Detected by running the matcher against clan+name and
checking whether any match spans the clan/name boundary.
## Description:
* Replace the static footer ad (HomeFooterAd component) with a Playwire
bottom_rail ad that loads on lobby join and persists into the spawn
phase
* Expand in-game ad slots from 1 to 3 (standard_iab_left1, left3, left4)
with a timer-based visibility check to show a background container when
ads render
* Remove the resize-based footer ad height logic and gutter ad vertical
offset adjustments that depended on it
<img width="1828" height="961" alt="Screenshot 2026-04-16 at 12 14
00 PM"
src="https://github.com/user-attachments/assets/50bfd0de-dd54-4f8b-b75e-04b720a1841b"
/>
<img width="1286" height="939" alt="Screenshot 2026-04-16 at 11 59
18 AM"
src="https://github.com/user-attachments/assets/e0fb0762-82e7-444f-8706-5908aad0f094"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
* Move proprietary brand images (logos, favicon) from resources/images/
to proprietary/images/ to separate open-source assets from proprietary
ones
* Extend the asset pipeline (PublicAssetManifest, vite.config.ts) to
support multiple source directories (resources/ + proprietary/), so
buildAssetUrl resolves assets from either location transparently
* In dev, serve proprietary/ as a fallback middleware (registered after
Vite's publicDir handler) so resources/ takes precedence when files
exist in both. The idea is we could have placeholder assets placeholders
that can be used by forks, and only the production build uses
proprietary assets.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Currently there is a "Game tick error: Invalid coordinates: NaN,NaN"
error which crashes the game rarely.
Maybe introduced by water nukes, I'm not sure.
To properly debug it when it happens again, lets print the stacktrace:
- Game tick errors (`ErrorUpdate`) were silently dropped in the web
worker's `drain()` function, so the client's error modal never displayed
- Added a `"game_error"` worker message type to forward `ErrorUpdate`
from the worker to the main thread
- The client now receives the full error message and stack trace via the
existing `showErrorModal` dialog
<img width="1147" height="402" alt="image"
src="https://github.com/user-attachments/assets/1b5dcc02-2903-41c9-bf0e-75f22cb7811a"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Currently if you deselect Host cheats, any active host cheats will still
be active. This fixes it so if you deselect Host cheats, all the cheats
are disabled.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
babyboucher
## Description:
Another big water nukes performance improvement.
Performance measurements (water-nuke-detonation on GWM):
<img width="203" height="103" alt="image"
src="https://github.com/user-attachments/assets/b3d62575-d4bd-43c9-a5af-af127d73a9c5"
/>
I did a lot of testing with throwing water nukes and sending boats in
the area, paths are looking clean & correct!
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
- Adds a "Host Cheats" toggle in the private lobby options section that
reveals a dedicated section with four host-only cheats: infinite gold,
infinite troops, gold multiplier, and starting gold
- Only the lobby creator receives the cheat effects in-game (checked via
`isLobbyCreator` in DefaultConfig)
- Joining players see active host cheats displayed as yellow badges in
the lobby UI
- Adds `hostCheats` optional object to `GameConfigSchema` and wires it
through the server config update whitelist
- Raises the intent size limit for `update_game_config` messages
(lobby-only, not stored in turn history) to prevent rate-limiter kicks
(I always got too-much-data-kicked after selecting "host cheats" lol)
<img width="861" height="525" alt="image"
src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f"
/>
<img width="933" height="825" alt="image"
src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Fix null stat values from LEFT JOIN causing Zod validation failure on
player profiles
https://github.com/openfrontio/infra/pull/316 switched playerStats from
innerJoin to leftJoin so that sessions with no stats row (games that
ended instantly on spawn) are still counted in wins/losses/total.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
## Description:
The jwt now contains a "role" field, the game server checks if that role
=== "banned", and rejects them from connecting to games
## 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
Resolves#3672
## Description:
Correctly aligns elements in the `settings-slider` element to avoid them
from overflowing off of the card. Also moves the slider label to keep
all settings buttons/sliders in the same column.
Before:
<img width="875" height="326" alt="image"
src="https://github.com/user-attachments/assets/0aad7b1c-be87-4a8f-a816-5892343af377"
/>
After:
<img width="861" height="323" alt="image"
src="https://github.com/user-attachments/assets/5d8129f4-3b9d-4fb8-952b-bbdae461181f"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
@EnderBoy9217
## Description:
A player reported that income received from opponents' trains was
missing from match result logs.
Fix external train trade attribution to the station owner and add
regression tests for train income stats.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#3669
## Description:
Added a check to make sure that there is only one active lobbyHandle by
checking if there has been a new event before it finished processing.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
babyboucher
## Description:
### 1. Water Magnitude Calculation Optimization (WaterManager.ts)
* Boxed BFS Approach: Refactored the water magnitude recomputation to
use "Dirty" and "Seed" boxes. Instead of a global update, the system now
only recalculates magnitudes within a specific radius of the affected
area, significantly reducing CPU load after water-nuke-explosions
* Shoreline Bit Optimization: Narrowed the scope for updating shoreline
bits to a 2-ring neighborhood around converted tiles, avoiding
unnecessary checks across the entire map.
Performance test on the world map:
- AtomBomb (r=30): 24ms (was 344ms with global BFS), 2,993 changed tiles
(was 630k)
- Massive (r=200): 178ms (was 378ms), 130k changed tiles (was 654k)
### 2. Pathfinding Rebuild Staggering (PathFinder.ts,
TradeShipExecution.ts, TransportShipExecution.ts)
* Distributed Rebuilds: Introduced a staggering mechanism in
WaterPathFinder. Ship pathfinders now wait a randomized/distributed
number of ticks (0 - 5 seconds) before rebuilding after a water graph
change.
* CPU Spike Mitigation: By spreading out these expensive A* rebuilds
over time, we prevent lag when hundreds of ships attempt to re-path
simultaneously
* Like Mole said it: "Pretty realistic I;d say the capitan needs a
second to realize the big nuke on the left opened a new path"
From a performance test on the big new Luna map:
Graph rebuild: 256.4ms
Pathfinder-Rebuild of 329 ships (Including other Executions): 1564.4ms
(No longer noticeable, spread over 5s)
### 3. Performance Refinements
* Simplified deep ocean magnitude logic within the optimized BFS flow.
* Improved memory efficiency by utilizing clipped BFS wavefronts.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Adds map of the Caucasus. This map is made especifically because of the
new update that allows ports to be placed on smaller bodies of water,
rather than just the largest one.
This map has 2 disconnected, large bodies of water of similar size
(Black and Caspian seas), which would create 2 independent trade
systems, creating a more dynamic economy.
<img width="667" height="541" alt="Captura de pantalla 2026-04-13
195810"
src="https://github.com/user-attachments/assets/d980b831-d920-4a2e-9d92-40a7be96ead6"
/>
<img width="539" height="439" alt="Captura de pantalla 2026-04-13
200005"
src="https://github.com/user-attachments/assets/e973a66a-8796-40dc-b8b3-39b49f687609"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
## Description:
Updates Favicon and other key UI elements
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
iamlewis
---------
Co-authored-by: iamharry <harrylong0905@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
1) Have last localstorage calls for keybinds and attack ratio also use
UserSettings cache instead, after #3481. Remaining calls to localstorage
are for different things than user settings, so they are left as is.
2) Consolidate and centralize keybinds logic. And three fixes for it.
- **UnitDisplay** and **UserSettingsModal**: _parsedUserKeybinds_ is
introduced in **UserSettings** to centralize their logic. It is also
used by _normalizedUserKeybinds_, see point below.
- **UserSettingsModal**
-- replaced unwanted cast `as SettingKeybind` by a typed QuerySelector.
-- renamed this.keybinds to this.userKeybinds for more clarity, and
distinction from defaultKeybinds.
-- state private _userKeybinds_: remove type string[] since
loadKeybindsFromStorage replaces a value array by its first string
element, so it can not contain string[] anymore.
-- _handleKeybindChange_ and _getKeyValue_: no need to check for
Array.isArray anymore, see above reason.
-- **Fix**: checks after calling _parsedUserKeybinds_ are improved a
bit: don't delete all keybinds and print a console warning when finding
just one invalid keybind and (i think i have seen people complaining
about things being removed). Instead it now migrates or throws out the
invalid ones but keeps the valid ones. Also works with the "Null" value
expected and removed within
**UserSettingsModal**._handleyKeybindChange_() and in **HelpModal**.
When legacy value is an array and key is empty, don't put value as key
but get first array element or empty string as key name. So that check
on line 68 is true.
- **HelpModal** and **InputHandler**: Also centralize/consolidate their
logic more, by having __keybinds()_ from **UserSettings** perform
fetching _getDefaultKeybinds_ and _normalizedUserKeybinds_.
-- Functionality in _normalizedUserKeybinds_ is the same: Where
HelpModal did return [k, v.value] if typeof (v as any).value ===
"string", this is now handled by lines 309-310 of normalizedKeybinds
still the same but with less lines. Same for old HelplModal if (typeof v
=== "string") return [k, v], this is stil returned by line 112 of
normalizedKeybinds. And return [k, undefined] when (typeof val !==
"string") as was done in InputHandler, isn't needed as values that
weren't strings were already filtered out right after which we still do
on line 314 of normalizedKeybinds.
-- **Fix** in _normalizedUserKeybinds_: added one extra thing that was a
discrepancy between **HelpModal**/**InputHandler** and
**UserSettingsModal** before: **UserSettingsModal** would handle array
values, and normalize them by picking only the first value if it is a
string. Now have _normalizedKeybinds_ do the same. Otherwise it would
have thrown those values out while **UserSettingsModal** would have kept
the first value. This may still help a returning player who hasn't
played in the last version (i think i have seen people complaining about
things being removed, but that may not have been about this). And makes
the logic more consistent between **UserSettingsModal** and
**HelpModal**/**InputHandler**.
- **UserSettings**:
-- _getDefaultKeybinds_: centralized/consolidated logic, accepts
Platform.isMac parameter. In **HelpModal**, **InputHandler** and
**UserSettingsModal** the same list with default keybinds was hardcoded.
Now they all read from _getDefaultKeybinds_. The list of default
keybinds in **HelpModal** was a little shorter, but that doesn't matter
since its _render_() function has hardcoded which of the hotkeys
**HelpModal** shows. Have thought about putting default keybinds in
**DefaultConfig** but with all the logic handled through
**UserSettings**, this seemed the better place in the current refactor.
-- _removeCached_: make public, now that **InputHandler.test.ts** needs
to be able to call it. We could instead make a public function like
removeKeybinds() and keep removeCached() private, but went with this for
now.
-- _parsedUserKeybinds_: centralized/consolidated logic for
**UserSettingsModal**/**UserDisplay**. Always returns an object, even an
empty one if the JSON wasn't parsable.
-- _normalizedKeybinds_: centralized/consolidated logic. Used by
_keybinds_() which is now called by **HelpModal**/**InputHandler**.
-- _keybinds_: now uses getDefaultKeybinds() and normalizedKeybinds() to
get the default and user changed keybinds.
-- **Fix** in _keybinds_: it now removes a key if it is Unbound by the
user in **UserSettingsModal**. Instead of first loading the
parsedUserKeybinds, removing "Null" keys from it, and then merging that
with defaultKeybinds (so default key would overwrite an unbound key), we
now merge parsedUserKeybinds with defaultKeybinds and after that remove
"Null" keys from it (so that unbound key stays removed).
For example if Boat Attack Up is set to "None" ("Null") by clicking
Unbind, there is now no hotkey working for it anymore. Even when the
default is "B".
Why? This prevents the user from being confused, they have deliberately
Unbound it, they don't understand why it still works (have seen bug
reports and game feedback about this)? Also more importantly: they used
to now be able to bind "B" to another action. Effectively making key "B"
bound to two actions: the user choosen one and Boat Attack. This also
makes the logic more consistent. Because building hotkeys in
**UnitDisplay** already didn't work when unbound, eg. when Build Missile
Silo was Unbound, the "5" key did not do anything anymore (there is a
fallback in **UnitDisplay** in case the key is actually null, but it
does respect "Null" as it should).
-- _setKeybinds_: have it accept an object, it stringifies it itself.
Callers UserSettingsModal and InputHandler.test.ts now just send either
a string or an object.
- **InputHandler.test.ts**:
-- use **UserSettings** functions instead of localStorage for more
real-world testing.
-- change test "ignores non-string values and preserves defaults,
removes 'Null' for unbound keys". As explained above, as a fix we no
longer preserve unbound ("Null") keys within InputHandler.
UserSettings.keybinds() now removes "Null" keys as explained above.
- ControlPanel: use UserSettings to fetch initial attack ratio.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
Caps & Plutonium can be used to purchase different cosmetics.
* The cosmetic button can display pluto/caps/dollars
* Create a "purchaseCosmetic" helper function that handles purchase
logic
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Add Map - Conakry
Dataset from OpenTopography. Map rotated 45 degrees from north. This is
a 'long' map in a similar catagory as Amazon River with public rotation
adjusted to match. Different than Amazon in that its stubbier, one
sided, and has various terrain obstacles. Also its a really cool looking
piece of geography.
https://www.youtube.com/watch?v=OsMDbnnOOkohttps://discord.com/channels/1284581928254701718/1481689305960288477/1481689305960288477
I removed an additional bot from the far left to help balance the map.
Some rivers were extended past realism to help section off the map in
areas. Size of map kept below average intentionally.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username
PlaysBadly
## Description:
- Widened port placement and warship spawn/patrol checks from
`isOcean`/`isOceanShore` to `isWater`/`isShore`, so ports can be built
on lake shores and ships can operate on lakes, we discussed it here:
<img width="996" height="423" alt="image"
src="https://github.com/user-attachments/assets/acf1e970-9631-4848-a0ed-6d0470616e1d"
/>
- Filtered `tradingPorts()` by water component so ports only attempt
trades with reachable ports - prevents silent path-not-found failures
across disconnected water bodies
- Applied the same water component filter when a captured trade ship
reroutes to its new owner's nearest port
- Removed the `WaterManager` fallback that force-marked isolated
water-nuked-tiles as ocean (no longer needed since lakes are now
navigable)
- Added a check to prevent nations from building ports on water bodies
that aren't accessible to other players
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
Fixes population from a city being applied as soon as it is placed
instead of when it is fully built
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
babyboucher
## Description:
This was a proposal in the map channel of the dev discord server:
**Updates the Europe map to include Iceland, and removes Classic Europe
off rotation.** Classic Europe will remain in custom private map list
The only thing the new europe map didnt have from the classic version
was iceland, so i figured we should update the europe map to contain it,
since Iceland is a popular spawn in the classic version. Iceland is in
the same position as the classic map
The classic europe is frankly a lesser version of the new map as it
doesnt contain rivers , is smaller and the terrain has less quality, and
with the updated version, classic would just take up very needed space
in the lobby queue. We currently have a very large number of maps, which
results in players having to wait for a long time for an specific map in
public lobbies. This should help the issue a little at the very least.
<img width="2905" height="1674" alt="image"
src="https://github.com/user-attachments/assets/da98d935-b927-4e04-9383-9a1f2b794f97"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#3649
## Description:
Removes the persistentIdToClientId for Clients that leave before the
game starts. This prevents the rejoin path from being taken which
ignores max player count. See issue for details on why this is
important.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
babyboucher
## Description:
Adds a currency pack system to the store. Players can purchase packs of
in-game currency (Plutonium and Caps) via Stripe checkout.
What's new:
* Pack schema (PackSchema) — new cosmetic type with currency
(hard/soft), amount, and displayName
* "Packs" tab in the Store — renders purchasable currency packs using
existing CosmeticButton infrastructure
* Stripe checkout flow — new createCurrencyPackCheckout API call and
handlePackPurchase handler
* Currency display in Account modal — shows Plutonium and Caps balances
when logged in
I* con components — <plutonium-icon> (animated green glow + rotate) and
<cap-icon> with new SVG assets
* Currency in UserMeResponse — player.currency.hard /
player.currency.soft added to the API schema
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [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