Resolves#2464
## Description
This PR fixes a bug where the alliance renewal popup remained visible
after an alliance was broken or betrayed.
The issue occurred because renewal UI events were tied to player
identifiers instead of the unique allianceId.
When a player had multiple alliances, breaking one alliance did not
correctly remove the associated renewal popup.
This change ensures that renewal popups are correctly removed only for
the specific alliance that was broken.
### What was wrong
Alliance renewal UI events were previously associated implicitly with
players.
This caused incorrect behavior when a player had **multiple alliances**,
because **players are not unique identifiers of an alliance**.
As a result, breaking one alliance could leave stale renewal popups
visible.
### What was changed
- Alliance break logic now relies on **allianceId**, not player IDs
- Renewal popups are removed **only for the specific broken alliance**
- Alliances involving the same player but different allianceIds are
unaffected
- Added tests to ensure this bug cannot reappear
### Result
- Renewal popup disappears immediately when an alliance is
betrayed/broken
- No unintended removal of other alliance renewal popups
- Correct behavior even when a player is involved in multiple alliances
## 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:
assessin.
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2491
## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.
**Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
- Server validates that only lobby creator can toggle pause
- All players see "Game paused by Lobby Creator" overlay when paused
- Game state freezes (no turn execution) while paused
- Unpause resumes normal gameplay
**Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
- New `PauseOverlay` component (shows in single player also)
## 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:
furo18
<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
## Description:
- Removed the temporary UnitType.Construction and embedded construction
state into real units via isUnderConstruction().
- Centralized non-structure spawning to perform a single validation
right before unit creation/launch.
- Updated UI layers to render construction state without relying on the
removed enum.
- Adjusted and created tests to match the new flow and to cover the
no-refundscenarios.
# Tests updated
- tests/economy/ConstructionGold.test.ts: covers structure cost
deduction and income, tolerant of passive income; ensures no refunds
during construction.
- tests/nukes/HydrogenAndMirv.test.ts: accounts for single-check launch
flow; MIRV test targets a player-owned tile; ensures launch after
payment.
- tests/client/graphics/UILayer.test.ts: mocks now provide
isUnderConstruction and real type strings;
## 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:
CrackeRR1
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
Add dynamic alliance icon with time-based fill and extension request
indicator
- Implement bottom-up green fill on alliance icon proportional to
remaining time
- Use AllianceIconFaded.svg as base layer with green overlay clipped
from top
- Add 20-82.40% clip range to account for icon vertical offset
## 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
<img width="1132" height="631" alt="Screenshot 2025-11-18 205205"
src="https://github.com/user-attachments/assets/4af71ddc-f847-4460-9046-167275efc773"
/>
<img width="1387" height="792" alt="Screenshot 2025-11-18 205532"
src="https://github.com/user-attachments/assets/9dd0e018-323f-4de1-bae8-2633c09fe867"
/>
## Please put your Discord username so you can be contacted if a bug or
regression is found:
hauke4707
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## 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>
## Description:
Betrayal count in PlayerUpdates came from stats. But stats are only kept
for players with ClientID aka real humans. So betrayals stayed 0 for
Nations even after betraying others. This PR fixes it by keeping a
seperate betrayal count for PlayerUpdates while stats are still being
kept to go in the database.
See bug report
https://discord.com/channels/1284581928254701718/1432759837560799403
After:
<img width="642" height="337" alt="image"
src="https://github.com/user-attachments/assets/1b8bcfa1-aadd-4bea-8a5f-7fa9f2c9111f"
/>
## 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:
Adds a timer before self deleting units
Adds a loading bar under deleting units
Adds a timer in radial menu for clarity purposes

## 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: Evan <evanpelle@gmail.com>
## Description:
There is a 5 second cooldown between building deletions (as was proposed
here:
https://github.com/openfrontio/OpenFrontIO/pull/1609#issuecomment-3146188728).
But this cooldown is only checked when in DeleteUnitExecution from
canDeleteUnit in PlayerImpl.
The delete button in RadialMenuElements always gets True back from
canDeleteUnit in GameView.
This results in a user seeing an enabled Delete button after just
deleting another building. And being able to click it, but no deletion
would happen. So they have to click 3-4 times before it 'works'.
Fix: also apply the 5s cooldown when deciding to disable the button.
In the fix in canDeleteUnit in GameView, added +1 to the current game
tick. So the Delete button is enabled 1 tick before DeleteUnitExecution
would get True back from canDeleteUnit in PlayerImpl. Between seeing and
clicking the button is probably 1 tick anyway, and sometimes also after
clicking it and the execution it takes another tick so this is safe.
Also tested the other way around: after deletion the button should
immediately not be visible, while it can take 2 ticks before GameView
gets lastDeleteUnitTick back from PlayerImpl. But since the Radial menu
is closed after clicking the button, i couldn't open it fast enough
again to still see the button enabled (ie. it was always already neatly
disabled). And if someone with an auto-clicker were to be able to click
it still, their attempt would still be blocked by the cooldown check in
DeleteUnitExecution.
BEFORE:
https://github.com/user-attachments/assets/17242c39-982e-47c6-89f2-6fe22a296c7d
AFTER:
https://github.com/user-attachments/assets/dfe20111-3313-4ad2-95a9-0152c0270c08
## 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
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## 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:
Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.
Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.
Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.
<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This update encourages alliances by modifying how train-based trading
works. Trading is now restricted to allied networks, and allied trades
offer better rewards than self-trades, incentivizing cooperation.
Changes:
- Train destinations are now limited to stations owned by the player or
their allies.
- Delivering a train to one’s own station grants 4,000 gold.
- Delivering a train to an ally’s station grants 5,000 gold to both the
sender and the receiver.
This system encourages players to form alliances, especially with
factory-focused 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
#1075
Fixing all remaining type errors caused by strict mode and enable it.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
azlod
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.
Now players get a consistent 1k/s gold.
## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Add an animation when the player conquer another one.
The FX consists of two parts: short animation, and the gold won.
It is only displayed to the conquering player, so everybody knows who
won the money if multiple people fighted over the last pixel of a
player.
Changes:
- Add new update `ConquestUpdate`
- Add new fx `ConquestFx`
- Merge conquest logic in `Game`
https://github.com/user-attachments/assets/9f985e41-baa4-48a6-927e-3216274f758c
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
On Alliance extension, the key "events_display.alliance_renewed" is
displayed in the Event Panel. Reported in
https://discord.com/channels/1284581928254701718/1397197460085932184
Since displayMessage doesn't expect or do translations, just puts out
hardcoded English messages so far, it doesn't do anything with the
recieved key and just puts it in the Event Panel as is. This PR fixes it
as a follow-up of #1359.
With this, it also introduces a base which can be used to translate
hardcoded messages coming from other Executions. That is out of the
scope of this PR.
PRs #1532 and #1536 both fix issues with Alliance Renewal in v24. If
possible approve 1532 (this one) first and then 1536 not too far after
if github can indeed merge them.
BEFORE:
<img width="533" height="353" alt="alliancerenewbefore"
src="https://github.com/user-attachments/assets/b97f7279-8daf-4049-96fb-1d5a1e360ec4"
/>
AFTER:
(tested locally with Nations by not checking their answer; they normally
don't answer to alliance renewal request which is another issue)
<img width="787" height="406" alt="After fix"
src="https://github.com/user-attachments/assets/9fc3a0e2-b151-486f-b6ef-692177e387ad"
/>
## 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
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
Previously upgrading a unit would have it reload immediately, eg
upgrading missile silo 1=>2 gives it 2 missiles immediately. With this
change it must reload the missile. Same with SAMs. This prevents users
from spamming upgrades as missiles are coming in.
Fix the progress reloading bar. Previously it only showed the SAM/silo
as reloading when it was completely out of missiles. Now it shows
roughly how many missiles are available (eg level 5 fires 3 missiles,
now progress bar is at 40%). It also shows progress of missiles
reloading. If no missiles are available, progress bar is empty
There was a bug where if a silo of SAM was in cooldown it would be
updated each tick, causing the sprite/icon to be rerendered each tick.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Extend the winner schema to support multi-player wins (vote for peace,
teams).
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
About 30s before an alliance is about to expire, both players receive a
prompt to extend the alliance. If both players agree the alliance is
extended.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Remove Cosmetics from PlayerInfo. The game engine should have no
knowledge of cosmetics since they shouldn't affect game play at all.
Instead pass player cosmetics into the GameView.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This is meant to give players more customization options.
Permission handling hasn’t really been implemented yet.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Description:
Add a rail network to handle train stations/railroad between structures.
Changes:
- `RailNetwork` is responsible for the train station graph. Use it to
connect new `TrainStations`
- A `RailRoad` connects two `TrainStation`
- No loop possible in the rail network
- Train stations handles its railroads
- Added a layer to draw the railroads under the structures
#### Clusters
- To speed up computations, each `TrainStation` references its own
cluster
- A cluster is a list of `TrainStation` connected with each other,
created by the `RailNetwork` when connecting the station
- Train stations spawn trains randomly depending on its current cluster
size
- A `TrainStation` decides randomly of the train destination by picking
one from the cluster
#### Production building:
- Added a factory which has no gameplay impact currently. _To be
discussed._
#### Train stops:
- When a train reaches a factory, it's filled with a "cargo". The loaded
trains has no impact currently. _To be discussed._
- When a train reaches a city, the player earn 10k gold
- When a train reaches a port, it sends a new tradeship if possible
- If a destination/source is destroyed, the train & railroad are deleted
too
https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
Set a targetable status for units (specifically atom bomb and hydro)
A nuke is targetable near launch and target but is untargetable mid air.
An untargetable unit is half transparent to show that it cannot be
destroyed.

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Vivacious Box
## Description:
https://github.com/openfrontio/OpenFrontIO/issues/1035Fixes#1035
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
.w.
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
https://github.com/openfrontio/OpenFrontIO/issues/776
I've implemented upgradable structures for cities and ports.
As of right now this is just meant as a QOL change for structure
stacking that currently happens and no gameplay changes are intended.
Structure upgrades cost the same as making a new structure of that type
and function the same as making a new structure of that type.
I'm putting up a draft PR for this now since adding support for SAMs and
Silos will take more time to handle the cooldowns and I want to make
sure I'm on the right track for getting this merged.
I also still need to add bot behavior for this and re-enable min
distance for structures.
I didn't see translations for the UnitInfoModal so I've left that out
for now.
I've tested locally in a single player game so far but will document and
test more thoroughly before merging.


## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
# Poutine
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
Big update to the EventsDisplay
- Style update for EventsDisplay, look & feel similar to other windows
- Component now hidden during spawn phase
- Adds new functionality for filtering events by category. Allows the
player to remove specific event types
- Displays latest gold amount, decays after 5 seconds
<img width="1147" alt="Screenshot 2025-06-07 at 20 18 55"
src="https://github.com/user-attachments/assets/11c39818-55ad-4ba1-a998-360057e2856c"
/>
<img width="422" alt="Screenshot 2025-06-07 at 19 01 55"
src="https://github.com/user-attachments/assets/09c0b998-6046-49fb-9fba-33b4f57f337b"
/>
<img width="444" alt="Screenshot 2025-06-07 at 20 20 25"
src="https://github.com/user-attachments/assets/022deadc-3a49-442a-85f5-f1cd128a5805"
/>

## 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
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
maxion_
Fixes#1025Fixes#1034
## Description:
Disconnected client detection :
If a client haven't send a ping to the server since more than 30 seconds
They will then be marked disconnected with a dedicated icon.
No action are yet taken, this allows for extensive in-game test before
adding the *consequences* of the player leaving the game.
I also added extensive unit tests, lessening the risk of regression for
the future.

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
theodoreleon.aetarax
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
- Switch gold to bigint.
- Remove unused or untrusted values from event payloads.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
---------
Co-authored-by: 1brucben <1benjbruce@gmail.com>
Fixes#880
## Description:
Convert numeric stat types to bigint, and serialize those values as
strings.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
https://github.com/user-attachments/assets/b46f949a-eb50-4656-8492-216cf820ac46
Add a couple animations for naval combat:
- shell hit
- ship explosion
- ship sinking
Added a simple `Timeline` class to spread FX animations over time.
Added a `ColoredAnimatedSprite` similar to the existing `ColoredSprite`.
Refactored the latter to avoid code duplication.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Refactor various types across the project to use WinnerSchema.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
. #744 became a mess. Rewrote it

## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
dovg
## Description:
Add SAM interception animation:
https://github.com/user-attachments/assets/5bfae4f2-f040-41cb-8fba-790538091807
Previously an intercepted nuke detonated with the regular nuke
explosion, which was confusing.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Record player stats for the analytics worker to import in to to
postgres. This changes defines a new Analytics schema version, `v0.0.2`,
containing additional metadata about each player.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
Full changes for the attack meta for v23. These include changes to
attack losses and speed both in general and in relation with defense
posts and fallout. Max population, population growth, and gold
generation are also adjusted. Troops and attack boats sent now count
within max pop. Deployed at attackmeta.openfront.dev
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
1brucben
## Description:
Add boat retreat (continue #365 by
[QuentinSiruguet](https://github.com/openfrontio/OpenFrontIO/issues?q=is%3Apr+author%3AQuentinSiruguet))
Basically implements all the pending reviews from #365

## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
VivaciousBox
---------
Co-authored-by: Quentin SIRUGUET <quentin.siruguet@gmail.com>
## Description:
* Merged similar fields so they can be reused (eg warshipTarget =>
targetUnit)
* simplified isCooldown api
* added "touch" method to send update to UI layer
* standardized on "undefined"
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
evan
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Refactor**
- Unified and simplified how unit targets and cooldowns are managed
across all unit types, resulting in more consistent in-game behavior for
nukes, warships, trade ships, and SAM launchers.
- Updated naming and logic for unit targeting and cooldowns, improving
clarity in status displays and interactions.
- Reorganized unit interface and streamlined cooldown handling for
smoother gameplay experience.
- **Bug Fixes**
- Corrected visual indicators for nukes and warships to accurately
reflect their targets.
- **Tests**
- Updated automated tests to align with the new cooldown and targeting
logic.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
## Description:
Fixes a couple of bugs with the defended border color:
- When a defense post is destroyed it doesnt redraw defended border to
normal ones
- The distance to draw borders at unit update is not the same as
territory update
- When a defense post changes owner, only the directly touching borders
were redrawn. Had to refactor units a bit so it keeps track of the last
owner
## Gifs:
Before fix:

After fix:


## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
VivaciousBox
## Description:
Enables you to click on the `Naval invasion incoming from X` or `X -
atom bomb inbound` messages to focus the camera on the incoming unit
(boat or nuke). Works for boats, atom bombs, hydrogen bombs and MIRVs.
Nothing changes in looks, only the fact that the messages are clickable.
closes#641
## Please complete the following:
- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
leo21_
## Description:
<img width="842" alt="スクリーンショット 2025-05-09 17 51 27"
src="https://github.com/user-attachments/assets/b9a2cb5b-74d2-4c07-aed2-01d719de6eb4"
/>
MLS
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
changed the sam cooldown to be a general cooldown function and added a
missilesilo cooldown
The function either adds the current tick as the starting point of the
cooldown or sets the cooldown to null and updates the unit. That way
getcooldown function can be used to get back the tick the cooldown was
started and can be compared to the cooldown set in the config.
changed the sam test / added a missilesilo test
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>