## Description:
Improved dark mode styling for #1681
Old:
<img width="536" height="565" alt="image"
src="https://github.com/user-attachments/assets/8b7b5cc5-aa74-4e9b-a814-635c4373d5ab"
/>
New Look:
<img width="766" height="925" alt="image"
src="https://github.com/user-attachments/assets/acd00f2b-7248-4b63-b5c4-a345195d4414"
/>
## 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:
DISCORD_USERNAME
totalfailure
## Description:
Added prevention from accident reload of page
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [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:
@qqkedsi
<img width="526" height="896" alt="image"
src="https://github.com/user-attachments/assets/22b273a5-de50-4567-93f0-353cea36ea29"
/>
## 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:
Adjusted the CSS filter properties for the background image in dark mode
by reducing brightness, adding saturation control, and increasing
contrast.
Fixes#1238
Screenshots:
From:
<img width="3360" height="2100" alt="CleanShot Google Chrome 2025-07-31
at 11 00 58@2x"
src="https://github.com/user-attachments/assets/93472d02-3a3d-4431-bf43-9abc2d7ac873"
/>
To:
<img width="3360" height="2100" alt="CleanShot Google Chrome 2025-07-31
at 11 01 03@2x"
src="https://github.com/user-attachments/assets/eac464e1-d66f-4b74-a5f6-94441ff20b73"
/>
## 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:
[UN] nvm
## Description:
Added player management features so lobby hosts can kick players from
private games. This includes both UI changes and backend work.
### What's new:
- Hosts can now kick players from private lobbies with a simple button
- Added host badges and remove buttons to the UI
- Made sure only hosts can kick people, and hosts can't kick themselves
### How it works:
- When someone creates a private game, they automatically become the
host
- Kicking happens through WebSocket "kick-player" events
- Server checks that you're actually the host before letting you kick
anyone
<img width="1291" height="871" alt="Screenshot 2025-07-15 002114"
src="https://github.com/user-attachments/assets/ea575f83-a0f4-45d1-9cfe-7521d373f3d5"
/>
### Known Issues:
- Kicked player gets general message (same when kicked for multi tab)
### Other Issues:
- Host abandoment still existent (host clicks on x; or is closing tab)
## 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:
[UN]nvm
---------
Co-authored-by: floriankilian <floriankilian@users.noreply.github.com>
## Description:
This PR implements a major refactoring of how map data is stored and
loaded, as described in #1242. Previously, map data (`.bin` files) was
bundled directly into the client-side JavaScript by Webpack using
`binary-loader`. This approach led to data duplication and increased
bundle/image sizes.
This refactoring changes the strategy entirely:
- `GameMapLoader` interface has been introduced to decouple the map
loading mechanism from the components that use it.
- New `FetchGameMapLoader` implementation loads map data by fetching it
from static server endpoint.
- Webpack configuration and `Dockerfile` have been updated to serve the
map files as static assets and to remove the source `resources/maps`
directory from the final image, thus eliminating data duplication.
This leads to several key improvements:
- Docker image size is reduced from ~750 MB to ~600 MB.
- Build time is decreased. On my local machine, the docker image build
time went from 48s to 43s.
Most of this speed-up comes from faster Webpack builds (reduced from 16s
to 11s), as it no longer needs to process large binary files. This
performance gain will be noticeable for all developers during local
development, not just in the CI workflow.
## 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:
aaa4xu
## Description:
This PR introduces handling for the canvas `contextlost` and
`contextrestored` events to make the game's rendering more robust.
Previously, if the graphics context was lost (which can happen due to
browser memory management, GPU driver resets, etc.), the render loop
would continue to run, but most drawing operations would silently fail.
This resulted in a broken visual state where terrain, structures, and
other graphics would disappear, leading to what players have referred to
as the "black screen bug".
These changes implement the following:
1. In `GameRenderer`, event listeners are added to the main canvas.
2. On `contextlost`, the `requestAnimationFrame` loop is cancelled,
pausing rendering.
3. On `contextrestored`, a full redraw of all layers is triggered, and
the render loop is restarted, allowing the game to gracefully recover.
Additionally, a related bug in the `StructureLayer` is fixed. During a
redraw/restoration, the layer could attempt to render unit icons to its
canvas before the images were fully (re)decoded. The `init` method now
explicitly waits for all icon images to be decoded before drawing them,
ensuring the layer is restored correctly.
**Important Note:** This PR represents a partial fix for the context
loss issue. Specifically, the `StructureIconsLayer` remains in a broken
state after context restoration. This layer is rendered using Pixi.js,
which has its own specific process for handling renderer recovery. Due
to my lack of experience with the Pixi.js API, I was unable to implement
the fix for this layer. This would be an excellent follow-up
contribution for someone familiar with Pixi.
## 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:
aaa4xu
## Description:
Tight code coverage requirements and low coverage are making it
difficult to merge code, because a small increase in lines of code can
decrease coverage enough to trigger a test failure.
## 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
- [ ] I have read and accepted the CLA agreement (only required once).
## Description:
Determine which scroll event delta, x or y, has the non zero value.
Use it to determine troop ratio increase or decrease.
Shift + Scroll can change scroll diretion from Y to X axis. If that is
enabled this change will still allow troop ratio increase / decrease
## 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
- [ ] 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:
richard012659
---------
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
Closes#1656
## Description:
Change: Simplification of the function to display percentages with one
decimal place without limitation.
Result: Percentages are now displayed with one rounded decimal place
(e.g. 15.5%, 99.6%) without automatic replacement of extreme values.
## 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:
kipstzz
## Description:
Enforce minimum test coverage.
## 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
- [ ] I have read and accepted the CLA agreement (only required once).
## Description:
Display an FPS monitor to track performance on each new feature.
It only appears in the development environment, positioned at the top
center to remain visible—especially on mobile.
The display can be closed via a close button.
I already use it to evaluate my other PR on low end device.
<img width="1126" height="845" alt="image"
src="https://github.com/user-attachments/assets/a7197572-6aea-47df-9dd2-e84947c7aee0"
/>
## 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:
devalnor
## Description:
Fixes inconsistent host lobby join URL by adding a / before the #
## 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
- [ ] 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:
DISCORD_USERNAME
Nikola123
## Description:
Second PR to fix issues in order to enable strict mode.
## Specifics
1. Most important change: Turned off errors for Class variables not
initialized in constructor. I've noticed that pretty much all Classes in
the project have at least one occurence of that issue. And fixing it
properly would require a large refactor across the whole project. So
disabling the rule seems like a good solution in this case.
#1075
## 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:
azlod
## Description:
The territory patterns modal was listening for keypresses, and would
regenerate all patterns on each render().
So do:
1. Cache territory patterns to prevent regeneration
2. disable handler on close
## 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:
Allows ChatModal, EmojiTable, PlayerPanel and RadialMenu to accept the
CloseViewEvent, thereby enabling the modals/menus/tables to be closed by
clicking the Escape key.
As described in #1586, there are a number of modals that cannot be
closed by pressing Escape, such as ChatModal, EmojiTable, PlayerPanel
and RadialMenu, while other modals can already, such as the CTRL + Click
build menu.
## 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:
slyty
## Description:
Don't become traitor when betraying inactive player
This PR makes the following changes
- Do not mark the attacking player as a traitor, if they attack/betray
an ally who is disconnected from the game
- Do not send the attacking player the betrayal message (traitor debuff
applied message), if they attack/betray an ally who is disconnected from
the game
- Add test case for traitor debuff being applied if the attacking player
attacks an ally who is still connected to the game
- Add test case for traitor debuff NOT being applied if the attacking
player attacks an ally who is disconnected from the game
I also tested this manually with nuking an allied player who is
connected and nuking an allied player who is disconnected. The logic
worked as expected.
This PR was made in regards to the following issue: #1599
## 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:
slyty
## Description:
Renamed dKeyPressed to debugKeyPressed to better reflect the actual key
used for debug mode activation.
## 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).
## Description:
This is a map of the Yenisei Bay in Russia. It contains 6 nations and
should be all compatable with all of the new map stuff. It has a size of
2000x2500 (which also means that it's larger vertically)
Describe the 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
- [ ] 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:
DISCORD_USERNAME
Nikola123
## Description:
Adds Circassia as a nation to the `Black Sea` and `Between two seas`
maps. Circassia was a significant country and a historical region in the
North Caucasus that controlled the northeastern Black Sea coast. More
info on Wikipedia: https://en.wikipedia.org/wiki/Circassia
<img width="508" height="315" alt="image"
src="https://github.com/user-attachments/assets/3034c98c-5123-4e28-901f-b194a3f74c46"
/> <img width="504" height="378" alt="image"
src="https://github.com/user-attachments/assets/f63bd6c2-c44a-4620-aac5-c89f3694083a"
/>
## 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:
qunash
## Description:
mls for v24
Version identifier within MLS: v4.3
## 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:
Aotumuri
## Description:
Added an eye icon to the lobby ID button so users can hide/show their
lobby ID for privacy. When hidden, it shows dots (••••••••) instead of
the actual ID. Also added a setting in the user settings to control the
default behavior.
**Fixes #1091**
### What's new:
- Click the eye icon to toggle lobby ID visibility
- Global preference in User Settings modal
- Creating a new Lobby will take the set preference from User Settings
- Copy function still works when hidden



## 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
- [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:
[UN]nvm
## Description:
Redoing this PR because the previous one was just a mess. ~~Now
everything is in 1 commit.~~ not anymore
I have added the map of Pluto, based on the discord suggestion that has
41 upvotes.
<img width="2100" height="1300" alt="pluto_final_clean"
src="https://github.com/user-attachments/assets/9eaa44f9-c18e-48ca-89e4-ac59273859f7"
/>
The map looks like this ^
The map doesn't cover all of Pluto, because we simply don't have the
data about the other side. Instead this map covers most of the mapped
area which has high quality height data.
<img width="2438" height="1219" alt="image"
src="https://github.com/user-attachments/assets/c5adfd52-0e92-4cb9-b97b-afd7df822588"
/>
## 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:
aceralex
## Description:
The ally slot was removed in v24, add it back
## 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:
Improve existing alternate view (space bar).
It now displays territories in different colours based on their status
(enemy, allied, or your own).
Hovering over a territory highlights it. I tested several approaches,
and this one delivers excellent performance (on mobile too).


## 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
Related issue:
https://github.com/openfrontio/OpenFrontIO/issues/900https://github.com/openfrontio/OpenFrontIO/issues/484
## Please put your Discord username so you can be contacted if a bug or
regression is found:
devalnor
## Description:
The player info panel is missing the factory count. Also only displays
the units available in the current game.
Every unit:
<img width="185" height="238" alt="image"
src="https://github.com/user-attachments/assets/52eca7c8-99e0-4234-98d4-8efe1644a92c"
/>
City only:
<img width="186" height="142" alt="image"
src="https://github.com/user-attachments/assets/87aef9f8-697c-4aa0-8bc5-92f016886a9d"
/>
## 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:
IngloriousTom
## Description:
Regression in v24 that prevented the player overlay from showing when
clicking on mobile.
## 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
- [ ] 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:
evan
## Description:
This pull request improves the logic for matching language codes to
supported languages.
Now, the function tries to find the most specific language by splitting
the input code with “-” or “_”, and searching from the longest
combination to the shortest.
If no direct match is found, it searches for all supported language
codes that start with the same base (first two letters) and chooses the
most specific one.
If nothing matches, it defaults to English.
## 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:
aorumuri
## 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:
This contains the update from zod 3.25 to 4. Change imports back from
zod/v4 to just zod. No errors in VSCode.
## 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:
Enforce valid tile during spawn, to prevent the game from crashing for
all 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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I have read and accepted the CLA aggreement (only required once).
## Description:
Fix casing issues in language file imports and mapping keys for pt_BR,
sv_SE, and zh_CN
These mismatches were causing translation loading issues in environments
with case-sensitive file systems.
## 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:
aotumuri
## Description:
Replaced the hardcoded "loading" text in the SpawnAd component with
`translateText("spawn_ad.loading")` for proper localization.
## 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:
Fixes a problem where the territory-patterns-modal sometimes appears in
the previous language if it is opened immediately after changing the
language.
## 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:
aotumuri
## Description:
Attempt to fix bigint serialization issue
## 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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I have read and accepted the CLA aggreement (only required once).
## Description:
When a player joins a public game and opens a modal (such as the news
modal) while waiting for the game to start, the modal is not dismissed
when the game begins. This leaves the modal visible even after the match
has started.
<img width="1374" height="841" alt="スクリーンショット 2025-07-20 10 25 16"
src="https://github.com/user-attachments/assets/e7170e79-0f4c-442a-bbb9-cce23aa676e7"
/>
This PR fixes the bug described above.
## 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:
aotumuri
## Description:
This PR makes the footer link labels ("Privacy Policy" and "Terms of
Service") translatable via the i18n system.
## 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:
mls for v24
Version identifier within MLS: v4.2
## 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:
aotumuri
## Description:
The spawn timer menu was blocking the exit button of the player panel on
mobile
## 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:
evan
## Description:
Add a close button for the Emoji table, and switch the modal to
TailWind.
<img width="698" height="1161" alt="image"
src="https://github.com/user-attachments/assets/45c998d8-e584-4d83-9177-036679828586"
/>
https://github.com/user-attachments/assets/999baf1b-1cdb-409c-a1f0-12d8298dc638
## 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:
IngloriousTom
## Description:
fixes#1413https://github.com/openfrontio/OpenFrontIO/issues/1413
## 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:
The Pop & gold was not visible on mobile devices.
## 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:
evan
## Description:
This PR updates the UnitDisplay component so that when all unit types
(City, Factory, Port, Defense Post, Missile Silo, SAM Launcher) are
disabled in the game config, the UI frame itself will also be hidden.
This is a box that shows how many and what types of units the player
currently owns.
There’s a feature where, if unit types are disabled in the settings, the
corresponding parts of the UI will disappear.
However, if all unit types are disabled, for some reason the outer
container still remains visible.
While this might not be a critical issue, I feel it’s unnecessary and
redundant, so I’d like to remove it.
Alternatively, we could consider keeping the box as a kind of
placeholder to indicate that some kind of menu might appear there.
But since it serves no purpose during gameplay in that state, I think it
would just be meaningless UI.
before
<img width="1049" alt="スクリーンショット 2025-07-10 12 49 37"
src="https://github.com/user-attachments/assets/b0cf12ba-0c20-4b21-bf9f-cb17fec6817b"
/>
<img width="44" alt="スクリーンショット 2025-07-10 12 49 47"
src="https://github.com/user-attachments/assets/61e1960b-56d4-4dc8-80e7-27e49cb2d0e3"
/>
after
<img width="967" alt="スクリーンショット 2025-07-10 12 48 08"
src="https://github.com/user-attachments/assets/dfc90243-e4d6-4663-bff5-5be34453e80b"
/>
## 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:
It is not being destroyed on start for some users.
## 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:
evan