## Description:
Enhanced the performance overlay to display additional tick-related
performance metrics. The overlay now shows:
1. **Tick Execution Duration** - Average and maximum time (in
milliseconds) it takes to execute a game tick
2. **Tick Delay** - Average and maximum time (in milliseconds) between
receiving tick updates from the server
The server sends 10 updates per second (100ms interval), so these
metrics help identify:
- Client-side performance bottlenecks (tick execution duration)
- Network latency issues (tick delay)
**Additional improvements:**
- Renamed `FPSDisplay` component to `PerformanceOverlay` to better
reflect its expanded purpose
- Updated method names (`updateFPS` → `updateFrameMetrics`) and CSS
classes for consistency
All metrics are tracked over the last 60 ticks, providing rolling
averages and maximum values for performance analysis.
## Please complete the following:
- [x] I have added screenshots for all UI updates:
- <img width="495" height="227" alt="image"
src="https://github.com/user-attachments/assets/142b0313-61bf-46cc-b595-61fe73f6b54c"
/>
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- Translation keys already exist in en.json for
"performance_overlay_label" and "performance_overlay_desc"
- [x] I have added relevant tests to the test directory
- All existing tests pass (309/310 tests passed)
- No new tests added as this is primarily a display enhancement
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- Tested locally with npm test
- Verified performance overlay displays all metrics correctly
- Confirmed tick metrics are calculated and displayed accurately
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Discord: kerverse
---------
Co-authored-by: Evan <evanpelle@gmail.com>
Before, the condition was "if it's not singleplayer", but replays are
counted as singleplayer game for some reason (will need to fix the
underlying issue) so it wasn't robust enough Now the condition is based
on are we in replay or not,.
## Description:
Related to issue https://github.com/openfrontio/OpenFrontIO/issues/2357
I cannot get to replay games locally for some reason (client just throws
an error that it cannot load the lobby), so I made sure that the
singleplayer text did not change (at least no regression) cf screenshot:
<img width="1920" height="963" alt="Screenshot 2025-11-02 at 17 46 57"
src="https://github.com/user-attachments/assets/27e055a8-3813-46bd-a8ae-0c463a94d1a8"
/>
## 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:
sorikairo
## Description:
Adds a win modal for OFM and the main discord. Adds needed translation
keys and an OFM picture back to the resources file
## 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: evanpelle <evanpelle@gmail.com>
## Description:
Fixes https://github.com/openfrontio/OpenFrontIO/issues/2356
Leaderboard was empty on replay of Team games. This fixes it.
For v26, since the bug was introduced in v26. Set main as target branch
though.
**BEFORE**
<img width="1918" height="1075"
alt="508510056-b5ec5c7e-33a7-4bae-92f8-103e6cc1f165"
src="https://github.com/user-attachments/assets/f8c7d029-1c8b-4bbe-8288-e73829f1c239"
/>
**AFTER**
<img width="1065" height="567" alt="image"
src="https://github.com/user-attachments/assets/f29fb7ef-78df-414e-8ea8-e1f86433b4c6"
/>
## 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
Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes

- [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:
Mr.Box
---------
Co-authored-by: Evan <evanpelle@gmail.com>
fixes#2275
Added global Start/Stop trading; use your **player panel** to trigger
it.
<img width="370" height="540" alt="Screenshot 2025-10-23 184447"
src="https://github.com/user-attachments/assets/c3b7967e-ffdd-4f37-ba67-b60a602278ce"
/>
- [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:
abodcraft1
## Description:
Closes#2201
Remove CSS transition from SVG element that was causing the radial menu
to animate from its previous position to the new clicked position. This
was creating delays of up to 2 seconds for mobile players, making the
game unplayable on mobile devices.
The viewport clamping functionality (from PR #1817) is preserved - the
menu now appears instantly at the correct clamped position instead of
animating to it.
I wasn't sure if this should only apply for mobile players, but making
it so sounded too much trouble for what it's worth so its removed
entirely
## 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:
stackk.
## Description:
Closes#2185.
Made leaderboard entries **bold** all your for **teamates**. Before it
was only bold for your player.
_Your player should still be bold even when is undefined._
Didn't add any tests - not sure if there is any testing for these type
of things.
### collapsed leaderboard list
<img width="1920" height="1080" alt="Snímek obrazovky 2025-10-22 182432"
src="https://github.com/user-attachments/assets/6241fda7-6e1e-47c0-a6a0-7eaf4b95e8b8"
/>
### expanded leaderboard
<img width="1920" height="1008" alt="Snímek obrazovky 2025-10-22 182539"
src="https://github.com/user-attachments/assets/22d1089f-62ae-4fb3-8ff1-e7ddc75c100e"
/>
### player not yet spawned
<img width="1920" height="1008" alt="Snímek obrazovky 2025-10-22 183858"
src="https://github.com/user-attachments/assets/2e7f3856-a084-4043-8e65-cf0653a901e5"
/>
## 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
- [ ] 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:
michal7952
## Description:
1. Remove SpawnAds and replace it with AdTimer which will delete the
in-game ad after the first minute.
2. remove login blocker UI, we don't use it anymore
3. convert TerritoryPatternsModal & GutterAds to use event based when
checking for flares
4. remove window.PageOS.session.newPageView(); because it was throwing
an exception
5. Convert SpawnTimer to a lit element to give it a higher z-index to
stay above the header ad
## 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:
- Polished Player Panel UI.
- Made alliance list unstructured.
- Removed blur background.
## 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
- [ ] 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:
abodcraft1
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
New FX on building destruction
Icon level:
https://github.com/user-attachments/assets/0ba5e557-a5d7-436f-8a58-2843d4c99332
Pixel art level:
https://github.com/user-attachments/assets/12002df6-eb46-4853-b84f-4f81ce7c3528
## 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:
IngloriousTom
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
When a team owns 100% of the land, it would show "1.0e2%" because of
toPrecision(2). Fix this by keeping the same precision as for other
numbers, but just returning 100 for 100%.
It probably wasn't really noticed before since full land ownership
doesn't occur much. Chances of 100% in team stats are a bit higher since
fallout is now taken into account.
Only a picture of the before situation:
<img width="725" height="84" alt="100 percent"
src="https://github.com/user-attachments/assets/f45edbc5-e740-4157-8a0b-cdc2981ced24"
/>
## 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:
Cleanup code & small perf improvement
Gave it v26 milestone because it gives a little perf bump at no cost,
all the removed code isn't used anywhere so can be safely deleted.
Triple checked.
- Remove 'setFocusedPlayer' and 'checkTileUnderCursor' (not to be
confused by still in use 'getTileUnderCursor') from ClientGameRunner,
'_focusedPlayer' and 'setFocusedPlayer' (not to be confused with
still-in-use 'focusedPlayer') from GameView, and 'setFocusedPlayer' from
TransformHander.
These are remnants of PR #304, the first one that added highlighting
territory. The remants are still ran for every mouse-move, costing some
performance for no reason. _focusedPlayer is never used anywhere
anymore, only calculated and set.
It was later adapted from #387. But ultimately almost completely
disabled because it was too performance-costly, from commits 15c2cc1 and
then ec895af.
The thing that remained was permanent highlight of the player's own
border. For that, function 'focusedPlayer' in GameView is still used by
'drawFocusedPlayerHighlight' in TerritoryLayer. But it simply returns
myPlayer instead of the obsolete _focusedPlayer that it returned
earlier. Function 'focusedPlayer' still had the annotation "// TODO:
renable when performance issues are fixed." which i removed. Because
another PR for highlighting other's territory already followed it up
with its own functions, so chances of needing to change 'focusedPlayer'
back are very slim.
Later PR #1320 introduced a new attempt for highlighting territory in
the alternate view. It used its own equivalent functions in
TerritoryLayer for MouseOver and updateHighlightedTerritory (the latter
being the equivalent of the old checkTileUnderCursor in
ClientGameRunner). That was also disabled in part due to perfomance
cost, and now only shows border color changes. All this to say: the
remnants of PR 320 and 387 have long been redundant.
- Main: removed uncommented chatModal code, which was never used and
leftover from tests during development probably.
- PlayerActionHandler: removed handleQuickChat and the
sendQuickChatEvent import it needed. It was added in PR Multi-level
radial menu #1018. But the new Radial menu in the meantime moved to
using ChatIntegration.ts to send the chat event, or from there opened
the original Chat Modal which then sent the chat event. Later on, chat
was even removed from the Radial menu. 'handleQuickChat' is used nowhere
anymore and isn't needed. This is maybe also the case for
ChatIntegration, but i didn't remove it because it may still be enabled
again in the future for UI changes or something.
- OptionsMenu: removed, also from index.html (options-menu). This menu
has been succeeded by GameRightSidebar (game-right-sidebar for
index.html) for awhile now.
## 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:
- Fixes#1790
- Fixed the codebase:
- expressions short-circuiting with `&&` changed to proper `if`
statements
- `A instanceof B;` expressions now emit warnings
## 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:
michal7952
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
Put ads on the left and right gutters
## 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:
In Teams games, the Leaderboard for individual players shows a different
Owned % than the Team stats next to it. This is because Leaderboard
correctly takes fallout/nuked territory into account (lines 99 and 113).
But Team stats doesn't.
It's only visual because the win condition for 95% of the land is also
already calculated correctly in WinCheckCondition (lines 78-80).
There is still a difference where Leaderbord uses toFixed(1) and
TeamStats does toPrecision(2). Didn't touch that because i don't know
the reason for it.
BEFORE:
<img width="699" height="206" alt="Team stats owned not taking fallout
into consideration"
src="https://github.com/user-attachments/assets/3bd03671-e32a-4c7a-b097-cfd8201c4299"
/>
AFTER:
<img width="892" height="453" alt="image"
src="https://github.com/user-attachments/assets/10c3eae8-8292-404f-83d5-820d10279367"
/>
## 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
- [ ] 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:
Fix the ghost unit turning green when hovering an ennemy structure
## 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
## Description:
Issue:
With low resolution screens, or simply by resizing the window, the build
menu can be drawn above the event logs:
<img width="513" height="180" alt="image"
src="https://github.com/user-attachments/assets/01c62002-467d-47c0-b3a1-b46446d4dbc9"
/>
Changes:
- use larger responsive Tailwind classes:
https://github.com/user-attachments/assets/e583b70e-235a-4f5b-b10d-d032ac621984
## 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:
IngloriousTom
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Make the railroads fade before disappearing
## 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:
Mr. Box
## Description:
Retreating naval invasions spams the target FX each frames.
Changes: filter out retreating invasions.
## 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:
IngloriousTom
## Description:
The PR that added a highlight ring, broke highlights for other player
spawns. This PR fixes that, and makes the highlight ring more visible.
## 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:
Forgot to show cross cursor for mirv
## 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:
Mr.Box
## Description:
Fix blurry icons and add mirv to build bar
<img width="792" height="101" alt="image"
src="https://github.com/user-attachments/assets/a46c4724-c99b-4541-b56b-92ec662c8ec5"
/>
<img width="176" height="275" alt="image"
src="https://github.com/user-attachments/assets/dbcd2ed4-0f21-4065-9a52-9b16e9043270"
/>
## 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
## Description:
Fixes#2149
Losing a game now causes the "Keep playing" button to say "Spectate"
instead.
## 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
Nations will now send emoji when declining assistance requests.
- [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
Cancel alliance requests if the recipient attacks (#1733)
Problem: attacking a player right before accepting an alliance request
is very effective since the requester can't fight back or reclaim his
territory without canceling the alliance and being penalized with the
traitor debuff.
Change:
- Attacking a player after he requested an alliance automatically
rejects the request
- No changes to existing attacks in both directions, only new attacks
affect the request
- [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
- [x] I have read and accepted the CLA agreement (only required once).
regression is found:
IngloriousTom
## Description:
### ✅ Summary of Changes
This PR enables the ESLint rule **`@typescript-eslint/no-unused-vars`**
as requested in the issue and applies the necessary code adjustments
across the project.
#### 🔧 What was done:
- Activated the rule `@typescript-eslint/no-unused-vars` in the ESLint
config.
- Updated ~70 files to comply with the rule:
- Replaced unused variables with a `_` prefix where appropriate.
- Added inline ESLint disable comments (`eslint-disable-next-line`) for
specific cases where the variable or code block seemed important for
context, readability, or future use.
- Ensured no linting errors remain related to this rule.
---
### ❓ Clarification
Some cases were handled with inline disable comments instead of removing
the variable entirely, to avoid accidental breaking changes or loss of
intent.
If a different approach is preferred (e.g., stricter removal or
alternative handling), I’m happy to adjust the implementation
accordingly — just let me know!
---
### 🙌 Next Steps
Please review and let me know if:
- Any file should be handled differently.
- You prefer removal instead of disabling in certain areas.
- Additional rules should be enforced or reverted.
I’m available to make any follow-up improvements needed.
---
### 🎃 Hacktoberfest Note
I'm participating in **Hacktoberfest**, so if this PR is accepted,
please add the label:
`hacktoberfest-accepted`
Thank you!
#1784
## 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
## Description:
Fixes#2015
Improved the Player Panel UI for better usability and appearance.
**Screenshots**
<img width="334" height="523" alt="2"
src="https://github.com/user-attachments/assets/bd0afaac-07df-4abc-a20f-208a0783e558"
/>
<img width="337" height="523" alt="3"
src="https://github.com/user-attachments/assets/f712ad77-4546-487b-9a9c-2c535b8a45f7"
/>
**Future Plan**
Add a modal for sending gold and troops to other players from the Player
Panel.
<img width="343" height="494" alt="sending troops"
src="https://github.com/user-attachments/assets/9c9c21db-e13a-426f-93e9-b477a9db442a"
/>
## 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:
abodcraft1
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Resize the target fx.
It's still a little too big in my opinion, but it becomes very blurry
when shrinked down.
https://github.com/user-attachments/assets/c3cda98d-ed57-4933-93b4-1cc7f1cb8e50
The UI Layer should probably not be bound to the zoom level so we can
have a sharper UI.
## 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:
IngloriousTom
## Description:
When zoomed out the tracks don't alias well and makes the map too busy.
## 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:
Building off of [this
PR](https://github.com/openfrontio/OpenFrontIO/pull/2090) which
implemented music, I extend this functionality to add sound effects.
Diff will be reduced if and when that PR gets merged!
I think the game would benefit from more sound effects, and adding a
"ka-ching" sound effect on kill seems like an easy place to start.
The ka-ching sound effect was found
[here](https://freesound.org/people/AKkingStudio/sounds/684165/) and is
licensed under Creative Commons.
## 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
Demo video with sound:
https://github.com/user-attachments/assets/18c857a4-a741-492a-bbc1-68d4f3ba38da
## Please put your Discord username so you can be contacted if a bug or
regression is found:
basedgob
---------
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
## Description:
Make the unit display bar a proper unit build bar
Add shortcuts for all structures and units
Add ranges for ranged structures and units
Changed the shortcuts to use the key instead of the code for
internationalization purposes

<img width="285" height="517" alt="image"
src="https://github.com/user-attachments/assets/91bb01e6-e48c-4255-ace1-306af9cdc25b"
/>
## 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:
Mr.Box
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
Co-authored-by: icslucas <carolinacarazolli@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
CrazyGames doesn't allow purchase (must be integrated into their sdk),
so disable it on iframe for now.
## 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 music to the game
Describe the PR.
add music
<img width="549" height="770" alt="image"
src="https://github.com/user-attachments/assets/d8457d85-6f63-4024-8b69-572f8c9bb225"
/>
## 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:
Lucas
## Description:
This PR enables the ESLint rule `no-case-declarations`.
Fixes#1791
The issue was already assigned, but since there hasn’t been any activity
for about a month, I decided to open this PR.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Description:
Update leaderboard logic to exclude dead players.
Players (including myPlayer) are only shown if alive.
https://github.com/user-attachments/assets/0a5c0422-4844-41ae-ae0b-3d7d8473491c
## 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
## Description:
I have found most attack information to not be very useful, particularly
during the late game when MIRVs are flying and cities and ports are
being gained/lost by the hundreds.
However, even in these circumstances I would still like to see incoming
nuke messages.
Attacks filtered out, incoming atom bomb message still appears:
<img width="425" height="166" alt="Screenshot 2025-09-24 at 12 13 07 AM"
src="https://github.com/user-attachments/assets/242f4552-4509-487a-8ac2-bdd7f9cd1d40"
/>
## 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
- [ ] 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:
JohnnyBravo13
## Description:
- Adds warship count, transport count (deployed out of maximum) to unit
display
- Adds a target that appears when a boat attack is dispatched, which
disappears when the boat attack arrives
- Updates the unit display alt text to pass through translation
## Please complete the following:
- [X] I have added screenshots for all UI updates (see below)
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file (in this case it is only alt-text)
- [X] I have added relevant tests to the test directory (n/a, fully
visual)
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
See new target effect and addition to units display
As each transport ship arrives, the target draw stops, together with the
effect for the trail.
https://github.com/user-attachments/assets/c36c57d3-e2b7-456e-85ab-1e786bd28a07
## Please put your Discord username so you can be contacted if a bug or
regression is found:
@dxtron_28992 (my invite is still pending to dev discord)
## Description:
Fixed terrain layer not rendering properly in Firefox.
- Resize the canvas before working with pixel data
- Changing canvas size (even to the same size) clears the buffer, so
getImageData() taken before resize isn’t valid for putImageData()
(Firefox seems to be more strict in enforcing this than Chrome)
- Replaced getImageData() with createImageData() since the cleared
canvas has no pixel data to read anyway
Before:
<img width="1911" height="1289"
alt="{39DC7F5A-A01C-4D1A-94C5-6DE7A73E6F66}"
src="https://github.com/user-attachments/assets/23f80289-5331-429a-85df-7c330cf8b42b"
/>
After:
<img width="1898" height="1286"
alt="{4D330565-E6F2-4AFC-8191-7E7DB36E065B}"
src="https://github.com/user-attachments/assets/acf62391-3123-4d55-a5ca-fb20f48f2d41"
/>
## 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 **(not
relevant)**
- [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:
franz4557
## Description:
Skins with custom colors sometimes have lighter secondary color making
the structure icons hard to read. so instead we keep the lighter color
as structure background
## 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 support for colored territory patterns/skins
* Refactored & updated territory pattern rendering to render colored
skins
* rename public from pattern to skin (keep pattern name internally, too
difficult to rename)
* Moved all territory color logic to PlayerView
* Updated WinModal to show colored skins
* Refactored decode logic into a separate function: decodePatternData
* Refactored/updated how cosmetics are sent to server. Players now send
a PlayerCosmeticRefsSchema in the ClientJoinMessage.
PlayerCosmeticRefsSchema just contains names of the cosmetics, and the
server replaces the names/references with actual cosmetic data
* Refactored PastelThemeDark: have it extend Pastel theme so duplicate
logic can be removed.
*
## 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:
Player names are hidden, except small sized fonts, when zoomed in too
much(near max), improving user experience by allowing users to see
structures clearly without the obstruction of text
## 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(no need)
- [x] I have added relevant tests to the test directory(n/a)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Video
[video](https://streamable.com/e/mlrfqo?)
## Please put your Discord username so you can be contacted if a bug or
regression is found:
_federalagent
## Description:
Redesign the player info panel to match the bottom panel.
Changes:
- Added alliance timeout
- Various css restyling
Old:
<img width="180" height="276" alt="image"
src="https://github.com/user-attachments/assets/4ae8994b-868c-4eb8-b42a-85f0f0ec2f96"
/>
New:
<img width="179" height="239" alt="image"
src="https://github.com/user-attachments/assets/c29c34e5-5bfd-468e-9947-e0ac319fbccf"
/>
## 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:
IngloriousTom
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>