## Description:
Adds simple help instructions for new warship veterancy to help screen.
Just to be clear about what levelling does and how many levels can be
achieved.
<img width="1136" height="388" alt="image"
src="https://github.com/user-attachments/assets/c14425b4-ea23-4b62-89b3-881f8c16e1f3"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
bijx
## Description:
Adds a new `nukeExplosion` cosmetic effect type: when a bomb detonates,
every client renders the shockwave in the firing player's equipped
effect for that bomb type.
**Cosmetics / selection**
- New `nukeExplosion` effect schema (`CosmeticSchemas.ts`) with per-bomb
selection slots — a slot is the effectType for trails and the `nukeType`
for explosions (`atom` / `hydro` / `mirvWarhead`), so players can equip
a distinct explosion per bomb type.
- Slot resolution + validation is one shared helper
(`findEffectForSlot`) used by client selection, server privilege checks
(`Privilege.ts`), and the renderer; a compile-time guard keeps the
nukeType and effectType slot namespaces disjoint.
- Effects picker gains an Atom / Hydrogen / MIRV sub-tab bar when
browsing nuke explosions; selections persist per slot in UserSettings
and are validated/dropped like other cosmetics.
**Rendering**
- `WebGLFrameBuilder` resolves each dead nuke's owner cosmetic onto the
dead-unit event; `FxShockwavePass` renders an EMP-style procedural ring
(jagged crackling front, rotating lightning arcs, inner energy fill)
from per-instance attributes. SAM interceptions and players with no
cosmetic keep the classic white ring.
- Catalog attributes have literal units:
- `size` — final ring width (diameter) in world tiles at fade-out,
absolute — independent of the bomb's blast radius
- `speed` — tiles/s the width grows; duration = size / speed, clamped to
0.1–15 s
- `thickness` (required) — ring band thickness in tiles, constant while
the ring expands
- `colors` — palette of up to 4 colors, cycled at `transitionSpeed`
steps/s (0 = static, negative = reverse; same semantics as trail
transitions)
- The shockwave quad is sized radius + thickness so the absolute-width
band isn't clipped into a box while the ring is young.
## Please complete the following:
- [ ] 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
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
## Description:
Continuation of https://github.com/openfrontio/infra/pull/386, adds play
games sessions
<img width="971" height="771" alt="image"
src="https://github.com/user-attachments/assets/42c6bcbb-d690-4cd1-b859-3299a03f4350"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Removes the paragraph in Section 1 ("Who We Are") of the privacy policy
that named Wicked Sick Limited (company number 11117702) as a service
provider, and bumps the "Last Updated" date to 7/1/2026.
- Repo-wide search confirmed no other references to "Wicked Sick" /
"11117702" anywhere in the codebase.
- Section 1 reads correctly after removal (data-controller block flows
into the EEA/UK representative paragraph).
Replaces closed PR #4471.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## What
Adds a **`nukeTrail`** cosmetic effectType alongside
`transportShipTrail`, so nukes leave a trail colored by their own
gradient/transition effect — independent of the boat-trail effect (a
player can run both). Also reorganizes the effects picker and store into
per-effectType **tabs**.
## Rendering
Boat and nuke trails are stamped into **one** trail texture keyed only
by owner, so independent coloring needs a per-tile unit-class signal:
- **Trail texture** `R8UI` → `R16UI`: texel = `ownerID(bits 0-11) |
nukeBit(bit 12)`. `TrailManager` stamps the bit (and preserves it when
repainting on unit death); the `Uint8Array`→`Uint16Array` ripple +
`UNSIGNED_SHORT` uploads flow through `GpuResources`, `TrailPass`,
`Upload`, `MapRenderer`, `Renderer`, `FrameData`.
- **Effect texture** widened to two stacked blocks
(`TRAIL_EFFECT_BLOCKS`): rows 0–7 = transportShipTrail, rows 8–15 =
nukeTrail. `writeEffectEntry(…, rowBase)`; `syncPlayerEffects` resolves
both effectTypes.
- **Shader** masks the owner, derives `rowBase` from the nuke bit,
offsets every row, and reuses the gradient/transition decode.
- Bonus: the 12-bit owner mask lifts the old `R8UI` >255-player
truncation.
## Schema / server / UI
- Shared attributes schema renamed `TransportShipTrail…` →
**`TrailEffectAttributesSchema`** (it's no longer ship-specific);
`NukeTrailEffectSchema` added to `EffectSchema` +
`CosmeticsSchema.effects`. `EFFECT_TYPES = [transportShipTrail,
nukeTrail]`.
- Server `Privilege`, selection, and the picker grid all iterate
`EFFECT_TYPES`, so they handle the new type with **no per-type code**.
- **Tabs:** the selection modal uses one tab per effectType
(`BaseModal`'s native tabs); the **store's** EFFECTS panel gets an
internal sub-tab bar (its top-level PACKS/EFFECTS tabs can't nest). Tabs
are always present, so a type you own entirely still appears as an empty
tab (previously the boat-trail section vanished from the store when you
owned everything).
## Review
A 3-angle adversarial review (bit-packing, type-ripple, GLSL/data-flow)
**refuted** the correctness concerns — the R16UI format, masking, and
block layout agree across `TrailManager` / shader / builder. The minor
survivors (a preview that only resolved boat trails, stale comments)
were fixed.
## Testing
- `tsc --noEmit`, ESLint, Prettier, `build-prod` — all clean.
- Schema/`Privilege` tests updated for `nukeTrail` (96 tests pass).
- The GL trail + tab UI are visual — not yet verified in a running game.
- The catalog (`cosmetics.json`, closed-source API) must ship the
`effects.nukeTrail` block for the effect to appear in production.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Description:
Adds map of the Levant / Levantine Sea. This map is a square map with 3
sides being land, with an inner sea, which itself has a large island
(Cyprus, slightly moved and resized for balancing purposes).
After v32 added a trading buff, island players have been going crazy,
with a map like this we could have crazy strong pirate players, which
will make for fun and interesting gameplay.
Nations are based on medieval states from the Crusades. Also adds more
additional nations for a total of 62, for gamemodes like HumanVSNations
and Solo. Also adds flags for the map
https://github.com/user-attachments/assets/286432bd-011b-4716-85c9-20811777ff65
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
## Description:
Adds map of Tierra del Fuego, the southernmost tip of South America:
https://en.wikipedia.org/wiki/Tierra_del_Fuego
This map uses impassable terrain to stylize the borders of this map into
a triangular shape, this zone is known as "end of the world" so i
thought it would be visually fitting if the borders converged at the
bottom of the map.
800k land tiles similar to Caucasus.
This map has a lot of islands, incluiding the Falklands for people who
enjoy island-plays, and also a chokepoint (the strait of Magallanes) for
piracy.
Also adds flags of Chilean and Argentinian provinces for the map and the
menu.
<img width="818" height="544" alt="image"
src="https://github.com/user-attachments/assets/59812868-7514-4e03-86a2-072cf4013aeb"
/>
https://github.com/user-attachments/assets/acc15020-bd7a-49e0-a504-8575a1e74f75
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.
**Add approved & assigned issue number here:**
Resolves#4193
## Description:
Use activeKeys set in places where it is checking if a key is being
pressed in a different way, and it makes more sense to use the
activeKeys set. Make the overall code of the InputHandler.ts file more
consistent and to make it easier to add new keybinds in the future.
<img width="1920" height="1080" alt="Screenshot from 2026-06-13
20-49-56"
src="https://github.com/user-attachments/assets/94f6f81c-7278-4bca-845c-2442b6caea39"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tktk1234567
Mirror the flag/pattern modals with a search input in the EffectsModal
header. Filters the effects grid by name — matching either the raw effect
id or its displayed label — and hides the Default tile while searching,
the same way FlagInputModal hides its no-flag tile.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## What
Adds a new **`effects`** cosmetic category alongside `skins`/`flags`.
Each effect is discriminated by **`effectType`** (only
`transportShipTrail` today), whose visual config lives in
**`attributes`** (`solid` / `rainbow` / `pulse` / `gradient`). Schema
matches the production cosmetics.json shape exactly (incl. the `url`
field).
**This PR is UI + taxonomy only — the in-game WebGL trail rendering is
intentionally deferred.**
## UI
- **Store** gains an **"Effects"** tab.
- **Home page** gains an **"Effects"** button opening a picker modal.
- Both render effects **grouped by `effectType` with a sub-header per
type**, via a shared `<effects-grid>` Lit element (`mode="select"` for
the picker, `mode="purchase"` for the store). The picker shows owned
effects + a Default tile and persists per-type; the store shows
purchasable effects.
## Data flow
- Ownership via `effect:*` / `effect:<name>` flares (reuses
`cosmeticRelationship`).
- Selection is a per-`effectType` map persisted in UserSettings
(`settings.effects`).
- Server validates in `isEffectAllowed`, wired into `isAllowed`.
- `getPlayerCosmeticsRefs` / `getPlayerCosmetics` resolve effects the
same way as skins/flags (kept-on-fetch-failure, server is authority).
## Tests
- `tsc --noEmit`, ESLint, Prettier clean; full suite green.
- New: `CosmeticSchemas` parse tests (incl. parsing the **real**
`read_transport_trail` entry), `UserSettings` per-type selection, and
`Privilege` effect validation.
## Notes / follow-ups
- The effect's display label shows **"Boat Trail"** for the
`transportShipTrail` type (friendlier than the id).
- Closed-source API gap: `/shop/purchase` (`purchaseWithCurrency`) needs
to learn `"effect"` for **currency** purchase of effects; the
**dollar/product** purchase path already works. Client types were
widened accordingly.
- In-game wake rendering can be ported from #4416.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## Description:
QoL fix w.r.t. "All" maps category. Maps used to all be shown in a big
list, now the category sections need to be expanded one by one.
Categories are super clean and useful, but to visually see and pick maps
when you're not certain which one you want to play becomes challenging
(to click and expand each category manually). This just adds a simple
"Expand All" and "Collapse All" button to the all category list on Solo
and Private Match screens.
https://github.com/user-attachments/assets/e5d7a754-a6b6-461c-b039-7b6a8d3bee46
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
bijx
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.
**Add approved & assigned issue number here:**
Resolves#4389
## Description:
It is basically a vertical version of Black Sea. This one is slighyly
smaller. It would be the first Central Asian map and it will also
complete all of the collection of caucasian maps that we will ever need.
There are 12 nations. (No additional nations, yet, possibly in a future
update i will add them for many maps.)
The map is split in half for team spawns.
https://www.youtube.com/watch?v=XSKXD6Qm6IQ
<img width="1008" height="1728" alt="image"
src="https://github.com/user-attachments/assets/0cbf6a29-6805-4089-9d42-ecdf265d23ab"
/>
<img width="334" height="463" alt="Screenshot 2026-06-24 174215"
src="https://github.com/user-attachments/assets/3549aa22-c828-45ea-a3f4-146f07e4a72d"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME crunchybbbbb
## Description:
Add terrain color settings for all terrain types
<img width="977" height="485" alt="image"
src="https://github.com/user-attachments/assets/ac1cef11-4b1a-45f2-8cf6-94f557ba8f6e"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
MR. Box
## Description:
Adds map of the continental USA. This map was made for the brand new
impassable terrain feature:
https://github.com/openfrontio/OpenFrontIO/pull/4340
Only the territory of the US is playable, with canada and mexico being
impassable terrain. Also, adds a new category called "countries" for
Country maps like this map, that use Impassable Terrain.
49 default nations (Lower 48 + D.C.) , with additional nations (native
nations and proposed states) for a total of 62, for private games and
Human Vs Nations gamemode.
Also standarizes many of the flags of the US states, since they did not
have the black border like the other flags in the game
<img width="857" height="567" alt="Captura de pantalla 2026-06-24
165158"
src="https://github.com/user-attachments/assets/70a8d760-851f-40ed-ad79-d3e210dadb90"
/>
<img width="872" height="510" alt="Captura de pantalla 2026-06-24
165510"
src="https://github.com/user-attachments/assets/c998cc10-ee89-41a7-b5e9-091be5e90da0"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
**Add approved & assigned issue number here:**
Resolves#4296
## Description:
Adds an "Anonymous players" option to private lobbies (host toggle, off
by default).
When it is on, the server sends each client anonymized usernames for
everyone except themselves. The lobby creator and admins still see real
names so they can moderate. Names are hidden on every player-facing
surface: the game start message, lobby info, /api/game/:id, and the link
preview. It is enforced server-side, so a client extension cannot read
real names off the wire. Initially added as part of our overhaul of
OpenFront masters, but this feature can very well be useful for content
creators, and other tournament hosts.
Anonymized names reuse the existing tribe word lists (no emoji), so they
pass UsernameSchema, and they are seeded per user, so a player looks
different to different users but stays consistent from the lobby into
the game.
The saved game record keeps real names (anonymization is a per-send
transform, gameStartInfo is never mutated), so replays and stats are
unaffected. Nothing changes for normal games.
New option selection:
<img width="990" height="918" alt="image"
src="https://github.com/user-attachments/assets/31df0b0b-7757-4b2b-9bff-84310faee8d9"
/>
The host, when enabling the option, gets a little eye icon next to the
players(including himself to enable/disable the anon names for himself,
and/or other player)
By default(the names everyone will see are random and unique):
<img width="979" height="188" alt="image"
src="https://github.com/user-attachments/assets/f0caa4a4-9f14-41d3-89c6-9a38e8c2e6f0"
/>
Toggling the eye ON for yourself (the host, or any given player, will
allow them to see the real names of everyone, in the lobby and in game):
<img width="969" height="138" alt="image"
src="https://github.com/user-attachments/assets/89abf0e0-1433-43ea-9870-49d96ca46d30"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
zixer._
## What
Adds an on/off **Structure dots** toggle to the graphics settings modal
(Structure Icons section), controlling whether structures collapse into
small dots when zoomed out.
## How
The renderer already gates the dots LOD on `structure.dotsZoomThreshold`
(structures become dots when `zoom <= threshold`). The debug GUI exposes
that threshold as a slider; this surfaces a simple player-facing toggle:
- `GraphicsOverrides.ts` — adds `structure.showDots` (boolean) to the
override schema.
- `RenderOverrides.ts` — when `showDots === false`,
`applyGraphicsOverrides` sets `dotsZoomThreshold = 0`. Since zoom is
always > 0, the dots LOD never triggers, so structures keep their full
icon at every zoom. When enabled (default), the threshold is left
untouched.
- `GraphicsSettingsModal.ts` — toggle button mirroring the existing
Classic icons / Classic level numbers toggles; defaults to On.
- `en.json` — `structure_dots_label` / `structure_dots_desc`.
The change applies live: a `settings.graphics` change re-runs
`applyGraphicsOverrides` onto the live settings object the passes read
each frame, and `dotsZoomThreshold` is a per-frame uniform.
## Testing
- `tsc --noEmit` clean.
- Verified in a headless solo game: the toggle renders (default On),
flipping it persists `structure.showDots = false`, and
`applyGraphicsOverrides` yields `dotsZoomThreshold` 1.2 when on / 0 when
off.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Resolves#4375
## Description:
Remove V32 maps from "new" to make way for v33 maps. This will allow map
makers to add their new maps for v33 into "new", with the v32 maps only
remaining in the continental and other categories like the rest of the
maps. This is a process we will make every update
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
**Add approved & assigned issue number here:**
Resolves#4349
## Description:
1. **Private-lobby allowlist.** `create_game` accepts an optional
`allowedPublicIds`. It's set by whoever creates the lobby (admin-token
gated, no client UI), the game server pulls it out of the config so it's
never broadcast to clients or written to the game record, and it rejects
any joiner whose OF publicId isn't on the list before they take a slot
(stickily, so they can't retry on reconnect). Lobbies created without it
behave exactly as before.
It is off by default
Previews:
<img width="241" height="140" alt="image"
src="https://github.com/user-attachments/assets/30c4e47b-399d-4720-b25b-a04c63668577"
/>
<img width="982" height="456" alt="image"
src="https://github.com/user-attachments/assets/1b5c68b7-9b99-4ccc-b987-e70c8ec25dce"
/>
<img width="547" height="369" alt="image"
src="https://github.com/user-attachments/assets/1623090b-ea2b-4657-9cd8-903fbabca51b"
/>
I am not able to manually test all of it since it needs to also run the
auth API (infra) and actually be connected to disc and whatnot (but
still tested the refused flow)..
Also, we would need to place some guards and visual error feedback, but
since this only would affect casual of players and is more of a
improvement to the feature, I will consider it out of scope for now.
## Please complete the following:
- [x] I have added screenshots for all UI updates (no UI changes in this
PR)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (no new user-facing text)
- [x] I have added relevant tests to the test directory
## Please put your Discord username so you can be contacted if a bug or
regression is found:
zixer._
## Description:
Changes the minimap downscaling priority in the Go map generator from
`Impassable > Water > Land` to `Water > Impassable > Land`.
Tristar noticed this bug and reported it in the discord map-maker-area:
Previously, any 2x2 block containing even one impassable tile would
become impassable on the minimap, completely erasing narrow rivers
inside or bordering impassable terrain. Since the water pathfinder runs
on the minimap, this caused pathfinding failures near impassable
terrain.
With water taking highest priority, narrow rivers are preserved on the
minimap regardless of surrounding impassable terrain, ensuring the water
pathfinder can route through them correctly.
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
**Add approved & assigned issue number here:**
N/A — bug fix for the recently-merged Google OAuth login (#4028), paired
with infra PR #378.
## Description:
Two bugs were reported after Google login merged. Both stem from the API
(`/users/@me`) only reporting the identity used to sign in — fixed in
infra PR #378, which must deploy first. This PR is the client half.
- **Still says "Link":** a Discord user who linked Google saw the
account page still offer "Link Google" (the response never reported
`google`). Now that the API reports all linked identities, the account
page shows a positive **"Linked to Google (<email>)"**
confirmation instead of just hiding the button — so the link visibly
succeeds and the user won't re-link (which would replace the prior
Google account).
- **Avatar replaced by email badge:** signing in via Google dropped the
linked Discord profile, so the top bar lost the Discord avatar. This is
fixed entirely by the API change (the existing Discord-first logic in
`Main.ts`/`hasLinkedAccount` restores the avatar) — no client change
needed beyond this PR's linked-state display.
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
jish
## What
Adds a **Nuke fallout color** option to the in-game graphics settings
modal (Effects section), letting players recolor the fallout tint left
on territory after a nuke.

## How
Mirrors the existing **Ocean color** override pattern:
- `GraphicsOverrides.ts` — adds `staleNukeColor` (hex string) to the
`mapOverlay` override schema.
- `RenderOverrides.ts` — `applyGraphicsOverrides` parses the hex and
writes the renderer's `staleNukeR/G/B` 0–1 float channels (`hexToRgb`
yields 0–255, so it divides by 255).
- `GraphicsSettingsModal.ts` — new hex-text + native color-picker row,
default computed from `render-settings.json`.
- `en.json` — `nuke_color_label` / `nuke_color_desc`.
The value persists via `UserSettings.graphicsOverrides()` and is cleared
by the modal's existing "Reset to defaults".
The render debug GUI already exposes the same setting as **Stale Nuke
Color** (Map Overlay), so no change was needed there.
## Testing
- `tsc --noEmit` clean.
- Verified in a headless solo game: the row renders with the green
default (`#0d8c12`), changing it persists `mapOverlay.staleNukeColor`,
and `applyGraphicsOverrides("#ff0000")` produces `staleNukeR=1, G=0,
B=0`.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Description:
Relates to #3725
Adds a new **Impassable** terrain type that enables non-rectangular maps
and creates impassable barriers on the map. Painted with pure black
(`#000`) in the map editor's `image.png`.
**Encoding:** Impassable terrain is encoded in the binary format as
`isLand=1, magnitude=31` (previously unused). The Go map generator
detects `#000` pixels and produces this encoding. The map generator's
minimap downscaling gives impassable highest priority (Impassable >
Water > Land). Thumbnails render impassable as transparent so the map
picker background shows through.
**Rendering:** Impassable tiles render as the map background colour
(`rgb(60, 60, 60)`, matching `gl.clearColor` in `Renderer.ts`), making
them visually indistinguishable from the area outside the map quad. This
enables maps to appear non-rectangular.
**Gameplay restrictions:** Impassable terrain cannot be:
- Owned (`conquer()` throws)
- Attacked (`AttackExecution` skips impassable tiles in both `tick()`
and `addNeighbors()`)
- Nuked (targeting rejected in `nukeSpawn()`, blast radius filtered in
`tilesToDestroy()`)
- Spawned on (nations, human players, and structures all reject
impassable tiles)
- Converted to water (guarded in `WaterManager` and `setWater()`)
**Nuke trajectories:** Nuke trajectories cannot cross impassable
terrain, matching the existing map-border enforcement. This is checked
at launch time in `NukeExecution.tick()`. The client-side trajectory
preview turns red with a red X where the arc crosses impassable terrain
(reusing the existing SAM-intercept visual pipeline in
`NukeTrajectory.ts`). The nuke ghost preview is completely hidden when
hovering over impassable terrain (same as hovering outside the map).
https://github.com/user-attachments/assets/ff131146-9749-41e0-892a-617e5cd16c54
Impassable terrain is transparent on the thumbnail:
<img width="213" height="152" alt="Screenshot 2026-06-18 211640"
src="https://github.com/user-attachments/assets/ede16f8c-9239-4ab1-be5d-0ba81cce5e9e"
/>
Tested with water nukes, made sure there is no water depth gradient near
the impassable terrain, just like at the world border:
<img width="774" height="771" alt="Screenshot 2026-06-18 212348"
src="https://github.com/user-attachments/assets/4429069d-911b-48e8-91e3-7307d42c9397"
/>
Models used: GLM 5.2 and MiMo 2.5 Pro 😄
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
Resolves#4028 (client half — backend is openfrontio/infra#368, which
must be deployed first).
## Description:
Adds "Login with Google" to the client, alongside the existing Discord
login. Companion to the backend PR (openfrontio/infra#368).
- `Auth.ts` — `googleLogin()` (full-page redirect to
`/auth/login/google?redirect_uri=…`, mirrors `discordLogin()`).
- `ApiSchemas.ts` — `GoogleUserSchema` + optional `user.google` on
`UserMeResponseSchema`.
- `AccountModal.ts` — a "Login with Google" button (Google brand
guidelines: white surface, dark text, the multicolor "G" mark) in the
login options, and the logged-in view now renders a Google-authenticated
user's email (also added `google` to `isLinkedAccount()`).
- `en.json` — `main.login_google`.
- `resources/images/GoogleLogo.svg` — the Google "G" mark.
> **Draft.** Depends on infra#368 being deployed (the button hits the
live `/auth/login/google`).
## Please complete the following:
- [x] I have added screenshots for all UI updates <!-- TODO: add
screenshot of the Google button -->
- [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 <!-- no client
tests exist for AccountModal/Auth; verified via tsc --noEmit + eslint.
Backend behaviour is covered in infra#368 -->
## Please put your Discord username so you can be contacted if a bug or
regression is found:
jish
## What
Notify a player when one of their trade ships is captured. The alert
appears in the **less-important (top) events tier** and is gated behind
a new in-game setting (on by default).
## Why
Previously there was no notification to the player who *lost* a trade
ship — only the capturer got a transient +gold pip on the ship's
arrival. This surfaces the loss to the victim, while letting players opt
out if they find it noisy.
## Changes
- **`src/core/execution/TradeShipExecution.ts`** — On capture detection,
emit a display message (`events_display.trade_ship_captured`, type
`UNIT_DESTROYED`) to the original owner. Fires once, guarded by the
existing `wasCaptured` flag. `UNIT_DESTROYED` is not a Tier-1 type, so
it lands in the top/less-important tier.
- **`src/client/hud/layers/EventsDisplay.ts`** — Suppress the message
when the setting is off, following the existing key-based filter
pattern.
- **`src/core/game/UserSettings.ts`** — New `tradeShipCapturedEvents()`
getter (default `true`) + `toggleTradeShipCapturedEvents()`.
- **`src/client/hud/layers/SettingsModal.ts`** — New toggle in the
in-game settings modal.
- **`resources/lang/en.json`** — New
`events_display.trade_ship_captured` and
`user_setting.trade_ship_captured_label`/`_desc` keys.
- **`tests/core/executions/TradeShipExecution.test.ts`** — Tests that
the notification is sent to the original owner with the right args and
only once across ticks.
## Notes
- The setting is gated client-side (in `EventsDisplay`), keeping
`src/core` free of client-local localStorage settings — consistent with
how display events are already filtered there.
- Reused `MessageType.UNIT_DESTROYED` (red/"loss" styling) rather than
adding a new message type, to keep the change minimal. Happy to add a
dedicated type/color if preferred.
## Testing
- `npx vitest tests/core/executions/TradeShipExecution.test.ts --run` —
7 passed
- lint clean, no type errors
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Summary
Adds a **"Fallout effects"** toggle to the *Effects* section of the
graphics settings modal, letting players disable the nuclear fallout
visuals (useful for performance).
Fallout is rendered by two passes — the broiling green **bloom** on
irradiated territory and its additive **light** contribution in
day/night mode. The bloom pass was already gated by
`passEnabled.falloutBloom`, but the light pass had no gate. This adds a
`passEnabled.falloutLight` flag and a single user-facing
`passEnabled.fallout` graphics override that drives both together.
## Changes
- **`RenderSettings.ts` / `render-settings.json`** — new
`passEnabled.falloutLight` flag (default `true`).
- **`LightmapPass.ts`** — gate the fallout light pass behind
`passEnabled.falloutLight`.
- **`GraphicsOverrides.ts`** — add `fallout: z.boolean()` to the
`passEnabled` override group.
- **`RenderOverrides.ts`** — apply `passEnabled.fallout` to both
`falloutBloom` and `falloutLight`.
- **`GraphicsSettingsModal.ts`** — `currentFallout()` /
`onToggleFallout()` + a toggle button (mirrors the existing Special
Effects toggle).
- **`en.json`** — `graphics_setting.fallout_label` / `fallout_desc`.
## Testing
- `tsc --noEmit` passes; JSON files validated.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Description:
Add a search input field to the map picker section header, allowing
users to quickly filter maps by name.
- Place transparent search input on the right side of the "Maps" section
header
- Filter maps by translated name and map ID as the user types
- Hide Featured/All/Favourites tab buttons while search is active
- Show filtered results with a count heading, or a "no results" empty
state
- Clear button appears when search input has text
<img width="857" height="463" alt="Screenshot 2026-06-15 001415"
src="https://github.com/user-attachments/assets/35e1101a-177e-4923-bb1d-34eb683c6f80"
/>
No search results:
<img width="855" height="454" alt="Screenshot 2026-06-15 001433"
src="https://github.com/user-attachments/assets/bf27211d-5891-4739-a92f-0fc44b3c9c61"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## What
Removes the binary **dark mode** feature and replaces it with a
player-adjustable **Lighting** section in graphics settings.
### In-game settings
- Removed the Dark Mode toggle from both `SettingsModal` and
`UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY`
from `UserSettings`.
### New Lighting section (Graphics Settings)
- **Ambient light** slider (1–3): mapped to the renderer's ambient as
`ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest
with the strongest structure glow.**
- **Light falloff** slider (1–3): writes straight to
`lighting.falloffPower`.
- Lighting auto-enables only when ambient < 1, so the default (slider at
1) has zero GPU cost — off by default.
### Removed dark-mode overrides
- Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in
`ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener.
- Removed the `.dark` HUD-class toggle in `Main.ts` and the
`userSettings.darkMode()` read in `PlayerIcons`.
### Train glow
- `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so
structures dominate the glow.
## Notes
- Removing the dark-mode setting also retires the HUD's Tailwind dark
theme (same setting). The dormant `dark:` CSS variants and unused
white-icon assets are left in place (out of scope).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.
**Add approved & assigned issue number here:**
Resolves#4273
## Description:
Minor pathfinding bugs to do with the weird corners in Warship Warship.
Boats are unable to exit some of the corners for no reason.
This bugfix simply adds 2 blue pixels to all the glitched corners.
Credit to @RickD004 for adding the pixels
<img width="1265" height="674" alt="Screenshot 2026-06-13 223641"
src="https://github.com/user-attachments/assets/5802d5ae-14cb-4159-ab70-454e1c73dfae"
/>
<img width="1262" height="688" alt="Screenshot 2026-06-13 223702"
src="https://github.com/user-attachments/assets/c3d5c1d5-98f6-4322-87b0-134cfc916d1d"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME crunchybbbbb
## What
Adds a **Terrain** section to the graphics settings modal with a color
picker and a hex-code text field (paste a `#rrggbb` code) for the
**ocean** (deep water) color.
## Details
- The picked color sets the *shallow-water base*; the existing per-depth
brightness gradient is preserved (deeper water still darkens).
- Only deep water is affected — shoreline water and land are untouched.
- Follows the same override pattern as every other graphics setting: the
default lives in `render-settings.json` (`terrain.oceanColor`), the
override is a field in `GraphicsOverrides`, and `applyGraphicsOverrides`
copies it into the live `RenderSettings`.
- Rebased on #4271 (settings resolved before renderer construction): the
terrain texture **bakes the resolved ocean color at construction**, so a
saved override shows on load with no special-casing. Terrain is baked
into a GPU texture rather than read per-frame, so a *live* change still
triggers an explicit `view.rebuildTerrain()`.
- Resetting graphics overrides clears it back to the default ocean
color.
## Testing
Verified live in a headless singleplayer game:
- A **saved** ocean override renders green deep-water on load, baked at
construction with no settings-change event fired.
- A mid-game color change recolors the deep ocean instantly, gradient
preserved, shoreline/land untouched.
`tsc` and ESLint clean.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## Summary
Adds a new **Structure icon size** option to `GraphicsOverrides`,
exposed as a slider in the Graphics Settings modal. Players can now
scale how large structure icons are drawn on the map.
## Changes
- **`GraphicsOverrides.ts`** — add `iconSize: z.number()` to the
`structure` override schema.
- **`RenderOverrides.ts`** — apply the override onto
`settings.structure.iconSize` (consumed by
`StructurePass`/`StructureLevelPass` shaders).
- **`GraphicsSettingsModal.ts`** — add a slider (range 20–120, step 5)
in the "Structure Icons" section, with getter/handler following the
existing pattern. Falls back to the `render-settings.json` default of 60
when unset.
- **`resources/lang/en.json`** — add `icon_size_label` /
`icon_size_desc` (English only, per i18n rules).
- **`tests/GraphicsOverrides.test.ts`** — schema-validation cases plus
application tests (override sets the value; absence keeps the default).
The setting persists via the existing `userSettings.graphicsOverrides()`
localStorage flow and takes effect live through the existing
`regenerateRenderSettings` wiring.
## Testing
- `npx vitest tests/GraphicsOverrides.test.ts --run` — 35 passed
- `tsc --noEmit` — no new type errors
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## What
Structure **level numbers** now render in the **`round_6x6_modified`**
bitmap font by default (matching the old PIXI-based `StructureLayer` /
`v31`), with a graphics setting to switch back to the smooth
`overpass-bold` MSDF font.
Two commits:
1. **Default to the classic bitmap font** — `StructureLevelPass` drew
level digits from the `overpass-bold` MSDF atlas (the one `NamePass`
uses for player names); switch the default to the `round_6x6_modified`
pixel font (white digits with a baked-in dark outline).
2. **Add a runtime toggle** — load both fonts and switch between them
live via a new `Classic level numbers` graphics setting.
## How
- `StructureLevelPass` loads both atlases up front and selects one per
frame from `settings.structureLevel.classicFont`, re-laying-out the
digits when the toggle flips (digit advances differ between the fonts).
The fragment shader is a single program with a `uClassic` branch: direct
bitmap sample (white fill + baked outline) vs. MSDF median + synthesized
outline.
- New override `structure.classicNumbers` in `GraphicsOverrides`
(default `true` = classic), applied onto
`settings.structureLevel.classicFont` in `applyGraphicsOverrides` — so
it switches live, like the existing colorblind/classic-icons toggles.
- `GraphicsSettingsModal` gets a `Classic level numbers` toggle next to
`Classic icons` (with `en.json` strings).
## Testing
- `tsc --noEmit`, ESLint, Prettier, and `npm run build-prod` all pass.
- Ran the game headless, built/upgraded cities to level 2–3, and
confirmed: the classic toggle renders the pixel font, flipping it
renders the smooth MSDF font, and flipping back restores the pixel font
— switching live with no shader errors.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Resolves#4250
## Description:
Huge update for the map categories:
https://github.com/user-attachments/assets/b7dc6344-efdc-4073-b15a-92b6dccdcc19
**New Categories**
- Re-adds Continental category, with the 7 traditional continents
- Re-adds the category of Arcade along all its maps.
- Renames "Other" to "Fictional", so that tag is more specific and feels
more in-theme with the others. The info.json's of the maps that had the
Other category got changed to Fictional
**Map Category changes**
- **achiran**: adds Europe (while the map is fictional, it is made up of
real islands from ireland. (Since world includes Dyslexdria and
Antarctica has Deglaciated Antarctica, both fictional , i figured for
consistency we could include these mash-up maps too)
- **aegean**: adds Asia category (Turkey is in Asia)
- **arctic**: adds Asia category
- **choppingblock**: updated "other" to "fictional", added to "new"
- **deglaciatedantarctica**: updated "other" to "fictional"
- **didier**: re-added to Arcade
- **didierfrance**: re-added to Arcade
- **dyslexdria**: updated "other" to "fictional"
- **fourislands**: updated "other" to "fictional"
- **hawaii**: remove north_america tag (while part of the US, hawaii is
geographically only in Oceania)
- **labyrinth**: added to new, re-added to Arcade
- **marenostrum**: added africa and asia tags, the continents which the
mediterranean borders
- **onion**: re-added to Arcade
- **pangaea**: updated "other" to "fictional"
- **passage**: updated "other" to "fictional"
- **sierpinski** re-added to Arcade
- **surrounded**: updated "other" to "fictional"
- **svalmel**: updated "other" to "fictional", added to europe and
north_america (same logic as achiran)
- **thebox**: re-added to Arcade
- **tradersdream**: updated "other" to "fictional"
- **worldinverted**: updated "other" to "fictional", added to "new"
- **africa**: added to Continental
- **antarctica**: added to Continental
- **asia**: added to Continental
- **europe**: added to Continental
- **northamerica**: added to Continental
- **southamerica**: added to Continental
- **oceania**: added to Continental
- **mississippiriver**: added to "new"
- **korea**: added to "new"
- **middleeast**: added to "new"
- **balkans**: added to "new"
- **indiansubcontinent**: added to "new"
- **taiwanstrait**: added to "new"
- **northwestpassage**: added to "new"
- **southeastasia**: added to "new"
- **venice**: added to "new"
- **yellowsea**: added to "new"
- **hongkong**: added to "new"
- **titan**: added to "new"
- **caribbean**: added to "new"
- **juandefucastrait**: added to "new"
- **danishstraits**: added to "new"
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
## Description:
Version identifier within MLS: v5.5
[Changed languages]
- eo
- fa
- fr
- hu
- ja
- ru
- uk
[Change volume]
- Changed languages: 7
- Changed files: 7
- Changed lines: 17353
- metadata.json: unchanged
Final reviewer: name
This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.
## 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
**Add approved & assigned issue number here:**
Resolves#4217
## Description:
- Add addition nations. All world nations with flags and funny names.
- Minor changes to map. Please do not notate this publicly. Continuous
changes to Dyslexdria per its theme.
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
PlaysBadly
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.
**Add approved & assigned issue number here:**
Resolves#4259
## Description:
2 Warship shaped islands next to each other. Trade ships and land
attacks can go through the corners. This can be either a 2 teams or a
ffa map. Size is 3000x1396 with 29% land. This will complete the 20th
map for v32 before it releases in 2 days.
There are 10 nations with 23 additional nations (with ai generated
names). The nations are made up similarly to the ones in traders dream
but they are piracy themed and theres also a meme "Evil island man"
nation (rex reference)
It is based on a meme when Ultimus-Rex says "warship warship" when
deploying warships and now people spam "warship warship" in the
comments, especially this user named @warshipwarship who comments
warship warship on every video.
[https://youtu.be/DGMIji0bQQM](https://github.com/openfrontio/OpenFrontIO/issues/url)
<img width="3000" height="1396" alt="image"
src="https://github.com/user-attachments/assets/4bf6d708-afbc-41ea-be7c-cf43fdf69cbc"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME crunchybbbbb
Resolves#4248
## Description:
Fix river not connected in Balkans map along the map border. The map
generator accidentally deleted some columns of pixels along the map
limits, and it disconnected a river.
<img width="588" height="482" alt="image"
src="https://github.com/user-attachments/assets/2c78b6bd-d669-4aef-bc1d-c69d4aeed162"
/>
Updated version
<img width="290" height="311" alt="image"
src="https://github.com/user-attachments/assets/f315bdfc-bcca-400d-95a7-876c14e47400"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
Resolves#4169
## Description:
Adds a delayed lobby start option.
Utilizes the same system as for public lobbies.
The default for the option is for lobbies to take 3 seconds to start,
however this can easily be changed.
The current setting is controlled through an enable-disable slider,
however there are multiple other options for how to control this.
For example we could do a slider, an input field, a dropdown etc. And i
dont necessarily know if the currently implemented option is the best.
Furhtermore im not sure if i have used the language file completely
correctly. There is now a duplicate field for both private and public
lobby. However there is not category shared between the two. So i
decided to reuse the field from public for private games, as this
simplified the code a bit.
**Host video**
https://github.com/user-attachments/assets/6f3db6e4-7323-4fad-8544-efb8cef4d969
**Non-host video**
https://github.com/user-attachments/assets/ee02a072-1f42-4dde-a5d9-120fda862eb7
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FrederikJA
**Add approved & assigned issue number here:**
N/A — maintainer follow-up to #4227.
## Description:
Follow-up to #4227, finishing the "info.json is the single source of
truth" refactor.
**Maps.gen.ts now generates one `MapInfo` interface and a `maps` list**
instead of parallel lookup records. `mapCategories`,
`mapTranslationKeys`, and `multiplayerFrequency` are gone — consumers
read the list directly (`map.categories`, `map.translationKey`,
`map.multiplayerFrequency`). MapPicker got simpler in the process: it
renders from `MapInfo` objects, so the reverse
`Object.entries(GameMapType)` lookup to recover the enum key is gone.
The featured-rank sort moved out of the Go codegen into the picker,
where the presentation concern belongs.
**`SPECIAL_TEAM_MAPS` moves into info.json** as an optional
`special_team_count` field (set on the same 17 maps with the same
values). MapPlaylist derives its map from the generated list;
`SPECIAL_TEAM_FORCE_CHANCE` and the frequency multiplier behavior are
unchanged.
**The en.json `map` section is now generated.** A new optional
`display_name` field in info.json (defaulting to `name`) is written to
`resources/lang/en.json` by the generator, preserving the section's
non-map UI keys (`map`, `featured`, `all`, `favorites`, `random`). The 8
maps whose English display name intentionally differs from the frozen
enum value (e.g. `MENA`, `Milky Way`, `Europe (Classic)`, `Baikal (Nuke
Wars)`) declare it via `display_name`, so no display text changes. The
section is emitted alphabetically; since #4232 already sorted en.json
and every value matches, regeneration is byte-identical and this PR has
no en.json diff. Other languages remain Crowdin-managed.
The generator also now validates `translation_key` is exactly
`map.<folder>` and `special_team_count >= 2`. MapConsistency tests
compare info.json directly against the generated list and the en.json
section, and fail with a "run `npm run gen-maps`" message on drift. No
behavior changes: enum values, playlist frequencies, special-team
counts, featured order, and display names are all byte-identical.
## Please complete the following:
- [x] I have added screenshots for all UI updates (no UI changes —
internal refactor, rendering output identical)
- [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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evanpelle
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
**Add approved & assigned issue number here:**
N/A — maintainer change, groundwork for #4231.
## Description:
One-time recursive key sort of `resources/lang/en.json` (`jq -S` +
prettier), with a test (`tests/EnJsonSorted.test.ts`) that enforces the
invariant from now on.
Why: sorted keys make the file deterministic, give translation PRs
stable insertion points instead of everyone appending at section ends,
and let the map-generator (#4231) rewrite the en.json map section with a
plain JSON unmarshal/marshal round-trip — Go's `encoding/json` sorts
object keys on marshal, so under this invariant a full-file rewrite is a
no-op for everything it doesn't change.
Crowdin matches translation entries by key path, not file position, so
existing translations are unaffected. Only en.json is touched and
checked; other language files remain Crowdin-managed (they may get
reordered by Crowdin's next export, which is cosmetic).
The diff is 100% line moves — no key or value changes (JSON-equal before
and after).
## Please complete the following:
- [x] I have added screenshots for all UI updates (no UI changes)
- [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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evanpelle
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
**Add approved & assigned issue number here:**
Resolves#3839
## Description:
A bunch of small updates to make the coordinate grid a lot nicer.
- Removes black backgrounds on text.
- Allows user to modify the opacity of the coordinate grid
- Persist the enable state of the coordinate grid
### Before
<img width="2344" height="1168" alt="image"
src="https://github.com/user-attachments/assets/22c2fb77-9db6-41bf-a50a-987f651cc19a"
/>
### After
<img width="2331" height="1174" alt="image"
src="https://github.com/user-attachments/assets/0e5a9575-8a79-407b-8d78-8564df02b259"
/>
<img width="407" height="947" alt="image"
src="https://github.com/user-attachments/assets/b9e5f9f1-3cc1-4832-b7d4-38e1f5e93d57"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FrederikJA
**Add approved & assigned issue number here:**
N/A — maintainer refactor.
## Description:
Makes each map's `info.json` the single source of truth for map metadata
— adding a map is now a folder with `image.png` + `info.json`, a
`gen-maps` run, and an en.json display name.
**info.json / manifest.json carry full map metadata.** Every
`map-generator/assets/maps/<map>/info.json` declares `id` (the
`GameMapType` enum key), `name` (the enum value — wire format, unchanged
for all 94 maps), `translation_key`, `categories`, and
`multiplayer_frequency` (the public-playlist weight that used to be the
`FREQUENCY` record in MapPlaylist.ts). The generator validates
everything and mirrors it into `resources/maps/<map>/manifest.json`. 23
stale info.json `name` values were normalized to the canonical enum
value; enum values are byte-identical, so replays and stored game
configs are unaffected.
**The generator emits the TypeScript and discovers maps itself.** New
`map-generator/codegen.go` generates `src/core/game/Maps.gen.ts`
(`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`,
`multiplayerFrequency` — now a full `Record<GameMapName, number>`,
killing the old `Partial`) on every run; `Game.ts` re-exports it. The
hardcoded map registry in `main.go` is gone — maps are auto-discovered
from the `assets/maps` / `assets/test_maps` directories. MapConsistency
tests fail with a "run `npm run gen-maps`" message if info.json,
manifest.json, and Maps.gen.ts drift. The tracked
`map-generator/map-generator` binary is rebuilt to match.
**New categories: continents + world/cosmic/tournament/other,
multi-category support.** `continental`/`regional`/`fantasy`/`arcade`
are replaced by `featured`, `world`, `europe`, `asia`, `north_america`,
`africa`, `south_america`, `oceania`, `antarctica`, `cosmic`,
`tournament`, and `other`. Maps can list multiple categories, so
straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering
Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both
regions. Featured is itself a category (same 7 maps as before).
MapPlaylist keeps its arcade exclusion via an explicit set.
**Map picker UI.** Two tabs: **Featured** (default — featured maps plus
a Favorites section when maps are starred) and **All** (one prominent
collapsible bar per category with a map count, collapsed by default).
The selected map is prepended to the featured grid when it lives
elsewhere. `getMapName()` resolves through the generated
`mapTranslationKeys`, which also fixes tourney maps never resolving a
valid translation key.
## Please complete the following:
- [ ] I have added screenshots for all UI updates (maintainer change —
picker described above)
- [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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evanpelle
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
The hovered player (tile owner under the cursor, already tracked via
uHighlightOwnerID for cull bypass) now gets a soft white glow behind
their name. The glow is derived from the MSDF distance field: a white
band past the outline with quadratic falloff, composited behind the
glyph and clamped to the SDF margin so it never clips at quad edges.
Glow size and strength are tunable via hoverGlowWidth/hoverGlowAlpha
in render-settings.json, exposed as sliders in the graphics settings
modal (persisted as graphics overrides) and in the debug GUI.
Includes schema and apply tests for the new override fields,
covering the 0 edge case (0 disables the glow, not "unset").
The clan-tag ownership check previously failed closed: when the API
service was unreachable (e.g. during local development), the client
dropped the tag with a "couldn't verify" error and the server's
FailOpenPrivilegeChecker treated every unverifiable tag as reserved.
This made clan tags unusable whenever the API was down.
- Client: checkClanTagOwnership keeps the tag when the existence
probe is inconclusive; the server still re-checks authoritatively.
- Server: FailOpenPrivilegeChecker passes tags through instead of
dropping non-member tags; decideClanTag now takes a non-nullable
reserved set since the null case is gone.
- Remove the now-unused username.tag_check_failed translation key.
- Update Privilege and ClanApiQueries tests for fail-open behavior.
Trade-off: if the reserved-tag list is unavailable in production,
real clan tags can be impersonated until the first successful
PrivilegeRefresher load; after that the last good checker is retained.
Resolves#3900
## Description:
During the spawn phase in FFA games, display a collusion warning to
clearly communicate to new users that pre-game agreement is not allowed.
<img width="1362" height="662" alt="2026-06-01_20-31"
src="https://github.com/user-attachments/assets/bd083e91-280a-41e1-a11a-d69d5f16bc8a"
/>
- [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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
goose126
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
Resolves#4182
## Description:
Adds "Titan" (real moon of Saturn with methane seas) map . Uses new
random spawn nation feature by FloPinguin.
https://github.com/openfrontio/OpenFrontIO/pull/4156
Also adds new Cosmic map category. The "Other" map category has become a
wastebasket of unrelated maps, and with increasing number of maps, i
think its a good addition to have better categories for these maps.
I figured these 2 changes should go together since im adding a cosmic
map, and a cosmic category.
proof of nations spawning randomly and how the cosmic category looks in
the menu:
https://github.com/user-attachments/assets/b84bd3ef-6b8f-46fe-a6ea-ea5e79c6dc00
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
---------
Co-authored-by: Evan <evanpelle@gmail.com>
**Add approved & assigned issue number here:**
Resolves#2549
## Description:
Adds colorblind mode. Similar to dark mode, it exists as a toggle in
settings. When enabled, it swaps the game's theme (which is refactored
to extend from a theme base class) to use more colorblind-friendly
colors and brightness variations. Borders are darkened, and terrarin is
separated by lightness. Friendly/Foe colors and switched to blue/orange
instead of red/green.
The theme refactor supports adding new themes without having to
reimplement the color distribution system. New themes can extend the
BaseTheme and supply the data, such as palettes, team-color variations,
and terrain.
New setting:
<img width="880" height="273" alt="Screenshot 2026-06-04 at 11 30 27 AM"
src="https://github.com/user-attachments/assets/d5d573d5-cc64-4ac1-95c2-00627faf17cc"
/>
New color palette:
<img width="1119" height="757" alt="Screenshot 2026-06-04 at 11 30
59 AM"
src="https://github.com/user-attachments/assets/2bb15bc9-992b-41ae-ab0e-b01fe0c3c6bb"
/>
## 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
## Please put your Discord username so you can be contacted if a bug or
regression is found:
jetaviz