Rasterize the Arial atlas 2x finer than the em metrics so large names have straighter, cleaner edges (the 48px atlas wobbled under the screen-space edge sharpening). The name shader now derives glyph UVs from glyph-size / atlas-pixels-per-em, so metrics stay in 48-em space and flag/icon sizing is unchanged; for the MSDF atlas this is identical to the old precomputed UV. Also lighten the coverage erosion so strokes are a bit thicker.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Antialias the coverage mask's 0.5 contour in screen space (fwidth) so large names stay ~1px-sharp instead of blurring when drawn big.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Arial has no face lighter than Regular, so erode the rasterized coverage (~1px) to shave stroke width for a thinner look.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
NamePass can now render player names and troop counts in an Arial bitmap font as an alternative to the overpass-bold MSDF font, toggled live via settings.name.classicFont (mirrors the structure-level font toggle).
The Arial atlas is built once at runtime with canvas 2D (there is no Arial asset to ship): each glyph is rasterized, its tight bbox found by a pixel scan, and the glyphs shelf-packed into a coverage atlas. It emits a ParsedAtlas with the same em size (48) and baseline (36) as the MSDF atlas, so it flows through the existing glyph-table/metrics/layout code and leaves name sizing, hit-testing, flag offsets and the icon/status passes unchanged. The name shader gains a uClassic branch that tints the coverage mask with the fill color (no outline, matching the old DOM-rendered names). On toggle, all name/troop lines are re-laid-out since glyph advances differ between the fonts.
Exposed as name.classicFont in GraphicsOverrides (default false = MSDF) with a Classic Names toggle in the graphics settings.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
## Problem
The debug render GUI's **"Reset to Defaults"** restored bare
`createRenderSettings()` defaults, wiping the user's graphics overrides
(colorblind theme, ocean color, lighting, name scaling, etc.) from the
live render settings. The per-prop right-click "reset to default" and
the modified-indicators had the same flaw — their captured defaults were
raw, ignoring overrides.
## Fix
Thread the existing `resolveRenderSettings` (`createRenderSettings()` +
`applyGraphicsOverrides()`) into the debug GUI as the defaults provider,
so reset restores the same settings the renderer was actually built
with.
- **`debug/index.ts`** — added a `resolveDefaults` param (defaults to
`createRenderSettings` to keep the module decoupled). The captured
`defaults` now include overrides, fixing the per-prop reset and modified
indicators too.
- **`debug/Wiring.ts`** — `wireActions` takes `resolveDefaults`; the
reset handler `deepAssign`s `resolveDefaults()` instead of
`createRenderSettings()`.
- **`ClientGameRunner.ts`** — passes `resolveRenderSettings` into
`createDebugGui`, and extracts a `refreshDerivedGraphics` helper
(terrain rebuild + re-theme/palette) from `onGraphicsChanged`, wired as
the GUI's `onSettingsChanged` so the reapplied terrain/colorblind
overrides become *visible* after reset (they're baked into GPU textures
and aren't picked up per-frame).
Side benefit: editing terrain/theme settings in the debug GUI now
refreshes those textures live too (that callback was previously never
wired).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The ember/particle flicker in the fallout effect was gated only by the
fallout bit, which is permanent on tiles that stay unowned. It also ramped
to full strength as the per-tile heat decayed to 0 and animated on the
global tick, so it kept flickering indefinitely after the blast had cooled —
visible both as the bloom dots and (more prominently) as the ambient ember
light when dynamic lighting is enabled.
Fade both with heat so they vanish along with the glow:
- extract.frag.glsl: bloom dots multiplied by the glow's opacity
- fallout-light.frag.glsl: ember light multiplied by heat
Heat decay timing is unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## 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>
In alt-view, trade ships are colored by their owner's affiliation:
self green, ally yellow, enemy red. The FLAG_TRADE_FRIENDLY override
recolors an enemy ship red→yellow when it's heading to a self/allied
port. That flag was decided solely from the destination port's owner,
ignoring who owns the ship — so a captured trade ship (now owned by us,
heading to our port) got flagged yellow instead of keeping its green
affiliation color.
Gate FLAG_TRADE_FRIENDLY on the ship being enemy-owned, since self/allied
ships already render the correct color without the override. Also fixes
our own trade ships heading to an ally's port flipping green→yellow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
## 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>
## What
The client now resolves render settings (defaults + user overrides) **up
front** and passes the result into the renderer, instead of the renderer
constructing defaults itself and the client re-applying overrides
afterward.
```
before: new GPURenderer(...) // this.settings = createRenderSettings() (defaults)
view.getSettings() → deepAssign(defaults) → applyGraphicsOverrides(...) // patch after the fact
after: const settings = createRenderSettings(); applyGraphicsOverrides(settings, ...); applyDarkModeOverride(settings, ...)
new GPURenderer(..., settings) // built with the final values
```
## Why
- **Removes the construct-with-defaults / re-apply-overrides dance.**
Every pass — including texture-baking ones like terrain that read their
settings *once* at build time rather than every frame — is now built
with the final values on the first try. (This is the cleanup that
motivated the change, surfaced while adding a terrain color override in
a separate PR.)
- **Fixes a latent context-restore bug.** On WebGL context loss/restore
the renderer was rebuilt via `createRenderSettings()` → fresh
**defaults**, silently dropping any user overrides until the next
settings change. `MapRenderer` now holds the resolved settings object
and hands the same one to the recreated `GPURenderer`, so overrides
survive a restore.
Live setting changes still work exactly as before:
`regenerateRenderSettings()` re-resolves and `deepAssign`s onto the
renderer's live settings object in place (passes hold a reference, so
they pick it up next frame).
## Changes
- `Renderer.ts` (`GPURenderer`) — constructor takes a `settings:
RenderSettings`; drops the internal `createRenderSettings()` call.
- `MapRenderer.ts` — holds the resolved settings and passes it through
on construction and on context-restore re-init.
- `ClientGameRunner.ts` — new `resolveRenderSettings()` helper used both
at construction and by `regenerateRenderSettings()`; `createWebGLView`
takes the resolved settings; the now-redundant initial
`regenerateRenderSettings()` call is removed.
## Testing
Verified live in a headless singleplayer game:
- A saved `nameScaleFactor` override is present in `getSettings()`
immediately after game start, with no settings-change event fired
(construction path).
- A mid-game override change is reflected in the live settings
(regenerate/in-place path).
- The map renders correctly through spawn phase.
`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>
## Summary
Follow-up to #4244's payload work: nukes were the last per-tick movers
flooding the worker → main update stream.
- **Core**: nuke trajectories are fully determined at launch
(precomputed parabola), so `NukeExecution` now records a `GridPathPlan`
when the nuke is built — same mechanism trade ships use — and the client
derives the position each tick. Per-tick `UnitUpdate`s for nukes in
flight are suppressed; only targetable flips and deletion
(interception/detonation) still emit. This covers atom bombs, hydrogen
bombs, and MIRV warheads (dozens of per-tick movers per MIRV
separation).
- The plan path replays a separate pathfinder rather than reusing the
stored trajectory array: the curve's cached points don't advance exactly
one index per tick, and the plan must match the movement pathfinder's
exact per-tick tile sequence.
- `startTick` accounts for MIRV warheads' staggered `waitTicks`.
- **Render**: `UnitPass.drawMissiles` now lerps each nuke's instance
position `lastPos→pos` by wall-clock progress through the current tick,
so nukes glide along their arc at render framerate instead of jumping
once per 100ms tick. Both endpoints are real simulated positions — the
rendered nuke trails the sim by at most one tick and settles exactly on
it when ticks stop. Plan-driven units sync `lastPos` on path-stall ticks
so the lerp never replays a segment. Shells keep their existing
two-instance trail; SAM missiles are unchanged.
## Test plan
- New `tests/nukes/NukeMotionPlan.test.ts`: tick-exact alignment between
the recorded plan and core nuke position over the whole flight
(mirroring `GameView.advanceMotionPlannedUnits` math), `waitTicks`
offset, and that no per-tick unit updates are emitted in flight except
targetable flips and deletion.
- Full suite passes (1452 + 65), tsc/eslint/prettier clean.
- Verified in-game (headless Chromium, real WebGL): atom bomb arcs from
silo to target with the client position driven by the plan, missile
sprite renders intact while the smoothing rewrites the instance buffer
every frame, detonation FX land at the target.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Bring the WebGL structure renderer closer to the old canvas render:
larger icons, classic icon styling by default, and more prominent,
better-positioned level numbers.
## Summary
A performance review of `src/client/render/` found three issues where
per-tick work silently defeated existing optimizations. All three are
surgical fixes with no behavior change.
### 1. Relation matrix forced a full-map border recompute every tick
`buildRelationMatrix` ran unconditionally every tick and
`updateRelations` was pushed unconditionally, so every tick paid:
- a 1 MB `fill(0)` + rebuild on the CPU,
- a 1 MB `texSubImage2D` upload (~10 MB/s steady-state),
- a **full map-resolution border fragment pass** via `globalDirty` —
which also called `scatter.clear()`, making the incremental
`BorderScatterPass`/`patchTile` path dead code during live play.
Now the matrix is rebuilt and uploaded only when alliances/embargoes
actually change. `PlayerUpdate`s are delta-encoded (`diffPlayerUpdate`
content-compares `allies`/`embargoes`), so field presence is a reliable
change signal. The WebGL context-restore path force-pushes relations,
matching the existing structures/railroads pattern.
### 2. Heat decay pass + full-map blit ran every frame, forever
`HeatManager.decayHeat()` set `heatActive = true` on every tick
regardless of whether any fallout existed. With `heatDecayPerTick: 1`
the drain window (255 ticks) was always re-armed before expiring, so the
map-sized decay/transition fragment pass **plus a full-map R16UI
`blitFramebuffer`** ran at 60 Hz for the entire game — even if no nuke
was ever fired. On large maps this was likely the biggest fixed GPU cost
in the renderer.
Now `TerritoryPass` flags FALLOUT-bit flips at GPU-write time (delta,
drip-drain, and conservatively on full uploads), and the renderer
activates the heat pipeline only then. While inactive, `updateHeat()`
does no GL work at all. Skipping the prev-tile blit while inactive is
safe because the transition shader only reads the fallout bit, and every
fallout flip activates the pipeline before its tile flush reaches the
GPU.
### 3. `computePlayerStatus` was O(players × units) per tick
The per-player loop scanned **all units** looking for that player's
nukes (~1M+ iterations/tick at scale). Inverted to a single pass over
units building per-owner `nukeActive`/`nukeTargetsMe` sets, then O(1)
lookups in the player loop.
## Testing
- Full suite passes (1386 + 65 tests), including the 19 existing
`computePlayerStatus` behavior tests; `tsc --noEmit` and ESLint clean.
- Verified in a live singleplayer game (headless Chromium): territory
fill, borders, names/troop counts, and leaderboard all render correctly.
- Fallout path verified end-to-end: built a missile silo, launched an
atom bomb (1235 fallout tiles in tile state), and the fallout glow
rendered at the impact site — under the new gating that glow can only
appear if the `falloutTouched → activate()` chain works.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
In team games the local player's spawn breathing ring now pulses
white→own team color (matching teammates' rings) instead of
white→gold. Gold pulse is unchanged for teamless games (singleplayer/FFA).
Self ring stays larger than teammates' via existing self/mate radii.
The transport-target ring size was hardcoded as RING_SCREEN_PX in
attack-ring.vert.glsl. Promote it to a uRingScreenPx uniform fed from
a new fx.attackRingScreenPx entry in render-settings.json, with an
"Attack Ring Size (px)" slider in the debug GUI's FX folder.
Also bump the size from 20 to 30 screen px so the ring is easier
to spot. The inner/outer ring fractions (0.5/0.8 of the quad) stay
shader constants.
The blast-radius warning circle was always red, so players couldn't
tell who launched an incoming nuke. Now it's green for your own
nukes, yellow for ally/teammate nukes, and red for everyone else's.
Each telegraph carries a relation (0=self, 1=friendly, 2=enemy),
classified from the per-tick relation matrix — the same friend/foe
logic alt-view uses — and passed to the shader as a per-instance
attribute. Replay/spectator mode (no local player) stays all red.
Colors are tunable via the nukeTelegraph slice in render-settings.json.
## Summary
The "classic icons" graphics setting currently renders structure icon
glyphs as flat black. In the v0.31 canvas renderer, classic icons used
`structureColors().dark` — a darkened version of the owning player's
territory color. This PR restores that look in the WebGL renderer.
- New `structure.iconDarken` render setting (HSV value multiplier on the
player fill color; `0` = off, default).
- New `uIconDarken` uniform in `structure.frag.glsl`: when > 0, the
glyph color is `darken(playerFill, uIconDarken)` instead of the flat
`uIconColor`.
- Classic mode (`classicIcons: true`) now sets `iconDarken = 0.45`
instead of `iconR/G/B = 0`. Border darken, fill, and the 0.75
translucency are unchanged.
- Default (non-classic) icons are unaffected (white glyph, `iconDarken =
0`).
Under-construction structures keep the gray fill, so their glyph darkens
to a darker gray — matching v31's construction styling.
## Verification
Drove a solo game headlessly with classic icons on and built structures:
glyphs render as darkened versions of each player's color (dark purple
on a purple player, per-bot hues on bot structures). Pixel-sampled the
screenshot: glyph measured `rgb(89,58,142)` vs `rgb(84,50,139)`
predicted for the 0.45-darkened player color at 0.75 alpha (flat black
would measure `rgb(38,26,60)`). Control run with classic off shows the
unchanged white glyph. `tests/GraphicsOverrides.test.ts` updated; all
pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
## Summary
The WebGL renderer was adapted from an external extension and carried a
lot of machinery this integration never uses (replay playback, its own
input/event system, a GL radial menu). This PR is two mechanical cleanup
passes with **no behavior change**: delete the dead code, then untangle
the `GameView` naming collision.
**78 files, +142 / −2,197.**
### Pass 1 — remove dead extension baggage
- **Replay/copy mode**: `FrameData.tileMode` was hard-coded `"live"`;
the copy branches in `frame/Upload.ts`, `UploadOptions` (never passed),
`applyFullFrame`/`applyFullTiles`/`applyDelta` on the facade and
`GPURenderer`, `HeatManager.resetForSeek`, and the seek-upload methods
on `TerritoryPass`/`TrailPass` were all unreachable. Also deletes
`types/Replay.ts`, `types/FrameSource.ts`, `types/GameUpdates.ts`,
`types/Game.ts` (imported only by the types barrel).
- **FrameEvents**: trimmed from 14 fields to the 3 actually populated
and read (`deadUnits`, `conquestEvents`, `bonusEvents`). The other 11
fed the extension's stats system and were never written or read here.
- **GL radial menu**: `RadialMenuPass`, its 4 shaders, and ~10 API
methods on facade + renderer had zero callers — the game uses the DOM/d3
radial menu in `hud/layers/RadialMenu.ts`. The pass was constructed and
drawn every frame for nothing.
- **Facade event system**: `GameViewEventMap` defined 10 event types
(`click`, `hover`, `scroll`, …) but only `contextrestored` was ever
emitted — input actually flows through `InputHandler` → EventBus →
controllers. Replaced the listener map with a single `onContextRestored`
callback and deleted `Events.ts`. Also fixed the stale header comment
claiming the facade handles user interaction.
- **Unused API surface**: removed ~20 facade/renderer methods with zero
callers (camera passthroughs like
`panTo`/`zoomTo`/`fitMap`/`screenToWorld`, hit-testing queries, SAM
replay setters, `setSelectedUnit`, `clearFx`/`setFxTimeFn`,
`onFrame`/`afterRender`/fps tracking).
Deliberately left alone: `Camera`'s pan/zoom primitives (building blocks
for a possible future camera unification) and the `timeFn` plumbing
inside the FX passes (deeply embedded as defaults; only the dead
renderer-level wrappers were removed).
### Pass 2 — untangle the three GameViews
- `render/gl/GameView.ts` → **`MapRenderer.ts`** (class `MapRenderer`).
Every importer was already aliasing it as `WebGLGameView` to dodge the
collision with the simulation-mirror `GameView` in `client/view/`, so
this removes aliasing rather than adding churn. `render/CLAUDE.md`
updated.
- Deleted the `src/core/game/GameView.ts` back-compat shim (its own TODO
asked for this). All 51 importers now import from `src/client/view/`
directly via a new 3-line barrel `view/index.ts`.
## Test plan
- `tsc --noEmit` clean, `eslint` clean
- Full test suite passes (1,385 + 65 server tests)
- Manual verification via headless Chromium: started a singleplayer game
and confirmed the renderer works end-to-end — terrain draws, spawn-phase
overlay shows, territories fill with borders after spawning, player
names/flags render, no renderer console errors
🤖 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
## Summary
Cuts the main JS chunk from **2,891 KB (732 KB gzip)** to **1,679 KB
(412 KB gzip)** by fixing two bundling issues and removing/replacing
heavy dependencies. Measured with a per-module `renderedLength` analysis
of the rolldown output (its prod sourcemaps are malformed, so
sourcemap-based tools misattribute sizes).
| Chunk | Before | After |
|---|---|---|
| `index-*.js` (min) | 2,891 KB | 1,679 KB |
| `index-*.js` (gzip) | 732 KB | **412 KB** |
## Changes
- **Sim worker moved out of the main bundle (~512 KB).** The
`?worker&inline` payload is now reached through a dynamic `import()`, so
it lands in its own lazy chunk fetched when a game starts. The worker
itself still uses Vite's inline Blob mechanism (with its `data:` URL
fallback) — runtime instantiation is byte-for-byte unchanged.
- **Replaced `lit-markdown` with `marked` + the already-bundled
DOMPurify (~380 KB).** lit-markdown transitively pulled sanitize-html,
htmlparser2, postcss, and two copies of entities into the client just to
render news markdown. New `src/client/Markdown.ts` matches its
image-stripping default.
- **Dropped `colorjs.io` (~114 KB).** It was only used for ΔE2000
distance in `ColorAllocator`; colord's lab plugin (already imported
there) provides the same CIEDE2000 via `.delta()`. Only relative
magnitudes are compared, so allocation behavior is unchanged.
- **`msdf-atlas.json` (~319 KB) fetched at runtime** like the atlas PNG,
preloaded in parallel with worker init in `ClientGameRunner` so
game-load latency is unaffected.
- **Tailwind CSS no longer shipped twice (~158 KB).** `o-modal` imported
`styles.css?inline`, duplicating the emitted stylesheet as a JS string.
It now adopts a constructed stylesheet built from the document's own CSS
(HTTP-cache hit in prod, `<style>` tags + HMR re-sync in dev) via
`SharedStyles.ts`.
- **Debug GUI lazy-loaded.** lil-gui + `gl/debug/*` now load on first
toggle (46 KB lazy chunk) instead of shipping in the main bundle.
Also looked at the `import * as d3` in RadialMenu (~84 KB) but left it:
rolldown tree-shakes the metapackage well and all but ~2 KB is the
genuine dependency closure of the selection/transition/shape/color APIs
in use.
## Test plan
- [x] `tsc --noEmit` clean
- [x] ESLint clean
- [x] Full test suite passes (1,374 + 65 tests)
- [x] `npm run build-prod` succeeds; worker/debug chunks present in
`asset-manifest.json` for the R2 upload
- [ ] Manual smoke test in dev: start a game (worker dev path), open a
modal (shared stylesheet), open news modal (markdown rendering)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Nukes flying outside SAM-targetable range now render at reduced alpha
(unit.untargetableAlpha, default 0.6), including the hydrogen bomb's
glow halo. Adds a FLAG_FLICKER_UNTARGETABLE instance flag in UnitPass
driven by the existing UnitState.targetable field.
Also fixes the alt-view trade-friendly check to match its flag exactly,
so retreating warships (flag 4) no longer render ally-yellow in alt view.
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").
When an alliance is within the renewal-prompt window, the alliance
icon above the player's name now pulses, ramping from 2 Hz to 5 Hz
as expiry approaches (same effect as the traitor flash).
The flash window is driven by allianceExtensionPromptOffset() — the
same Config value that triggers the "renew alliance" prompt in the
actionable events display — so the two always stay in sync.
The shader only knew the alliance fraction, not absolute time, so
computePlayerStatus now also emits allianceRemainingTicks, packed
into the free pd7.w slot of the player-data texture.
Bump markerXRadius from 8 to 40 px in render-settings.json so the
intercept point on nuke trajectories is easier to spot. The marker
shader draws in normalized quad space, so the stroke and outline
scale with it automatically. Also raise the debug GUI slider max
for the X marker from 16 to 64 to keep the new value tunable.
**Add approved & assigned issue number here:**
N/A — maintainer refactor.
## Description:
Replaces the theme class hierarchy
(`BaseTheme`/`PastelTheme`/`ColorblindTheme`) with theme JSON files —
`default-theme.json` and `colorblind-theme.json` — combined with
`render-settings.json` at runtime into a single graphics-configuration
pipeline (`settings.theme`). One `SettingsTheme` class keeps the
algorithms (color allocation, team-variation generation, LAB-contrast
structure colors) and reads all data from `ThemeSettings`; adding a
theme is now just adding a JSON file.
Colorblind mode (#4150) is fully preserved:
- Same palettes — the 32-color CVD-safe pool and Okabe-Ito team colors
are baked into `colorblind-theme.json`
- The relative border rule (`l × 0.6`) is expressed as a
`borderLightnessScale` knob alongside the default theme's absolute
`borderDarken`
- The mid-game re-theme wiring (`refreshPlayerColors`/`refreshPalette`)
and the affiliation/friend-foe tint overrides are unchanged;
`applyGraphicsOverrides` now also swaps the `settings.theme` slice
- `deepAssign` replaces arrays wholesale so differing palette lengths
survive theme switches
Verified against the previous implementation with an equivalence test
(since removed): default-theme colors are byte-identical including
allocation order; colorblind team/derived colors are byte-identical, and
FFA assignment may permute within the same palette (hex baking rounds
upstream's fractional-RGB colord objects, which can flip the allocator's
greedy delta-E ordering — rendered colors round identically either way).
Also removes dead theme surface (`terrainColor`, `backgroundColor`,
`falloutColor`, `font`, `textColor`, spawn-highlight variants,
`PastelThemeDark`) — GL terrain colors and dark mode were already
handled in the renderer. Note this means the colorblind terrain bands
from #4150 were dead code (nothing calls `terrainColor`; GL terrain
comes from `ColorUtils.encodeTerrainTile`); wiring CVD-safe terrain into
the terrain texture would be a follow-up.
## Please complete the following:
- [x] I have added screenshots for all UI updates — N/A, no UI changes
(verified color-identical)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file — N/A, no user-visible text
- [x] I have added relevant tests to the test directory —
`tests/Colors.test.ts` updated for the new pipeline (team colors from
theme JSON, colorblind palette/border tests)
## 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#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
## Description:
Player name plates can block the view of what's underneath them
(structures, units, terrain). This PR fades the entire name plate —
name, troop count, flag, and emoji/status row — to 25% opacity while the
cursor is over it, so you can see and click what's behind it.
**How it works:**
- `HoverHighlightController` pushes the cursor's world position into the
renderer on mouse move.
- `NamePass` hit-tests the cursor against each player's name plate
bounds on the CPU (mirroring the lerp/sizing math in `name.vert.glsl`)
and passes the matched player's ID to the text, icon, and status-icon
programs, which apply the alpha multiplier in their shaders.
**Graphics setting:**
- New "Name opacity under cursor" slider in the Graphics Settings modal
(Name Labels section), range 0–1, default 0.25. Setting it to 1 disables
the fade entirely.
- Wired through the existing `GraphicsOverrides` pipeline: changes apply
live and are cleared by "Reset to defaults".
- Tuning knob exposed as `name.hoverFadeAlpha` in `render-settings.json`
and the debug GUI.
## 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
- [ ] 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:
evan
Local-player rails previously rendered in the white focused-border color
from the palette, making them hard to see on light territory. Rails now
use a dedicated local rail color: white normally, flipped to black when
the territory backdrop is too light for white to read against (patterns
average their primary/secondary brightness).
Also add a railThickness render setting (0.5-3, default 1), exposed in
the Graphics Settings modal and the debug GUI, and persisted via
GraphicsOverrides. In the medium-zoom LOD, rails are now drawn as
screen-space anti-aliased lines around each tile's rail centerline,
accumulated from the 3x3 neighborhood so thick lines spill cleanly into
neighboring tiles; detailed mode scales its sub-grid band widths.
- PlayerView: compute railColor() (white/black by backdrop brightness)
- RailroadPass/shader: uLocalPlayerID, uLocalRailColor, uRailThickness
- render-settings.json, RenderSettings, GraphicsOverrides,
RenderOverrides: new railroad.railThickness knob
- GraphicsSettingsModal: "Train track thickness" slider (+ en.json keys)
- tests: schema + apply coverage for railroad overrides
The local player's spawn ring was a static near-white tint, which could
wash out against light backgrounds. Drive the ring color from the
existing breath animation in SpawnOverlayPass so it pulses between
white and gold at 60fps — one end of the pulse always contrasts with
the terrain. Remove the now-unused hardcoded self tint from
WebGLFrameBuilder; the pass owns the self color now.
Name text fill now darkens based on player type so human players stand
out from AI: human = black, nation = a bit gray, bot = greyer. Shades are
tunable in render-settings.json (nameShadeNation, nameShadeBot; human is
always 0).
Repurpose the previously-unused pd3.z slot (was isHuman, dead in the
fragment shader) to carry a per-player grayscale shade, and use it as the
name fill color directly so it applies in both day and night.
Replace the hand-rolled formatTroops() in the name-pass with the canonical
renderTroops() so map name labels match troop precision used elsewhere in
the UI (Leaderboard, PlayerPanel, etc.).
Also refresh each player's troop string at most every 500ms instead of
every simulation tick, staggered by slot index so GPU string uploads
spread across the window rather than bursting on a single tick.
Expose two new user-configurable map-overlay controls in the graphics
settings modal: territory saturation (mutes fill colors toward grayscale)
and territory opacity (lets terrain show through the fill).
The territory fragment shader blends the fill toward its luminance based
on uSaturation and applies uTerritoryAlpha as the absolute fill opacity.
Both are wired through RenderSettings, the GraphicsOverrides schema,
applyGraphicsOverrides, the debug Layout sliders, and TerritoryPass
uniforms, with defaults (saturation 1, alpha 0.588) in render-settings.json.
Adds the corresponding en.json label/description strings.
Warships now render with a dedicated center accent band so their state
reads at a glance:
- Normal: center + outer ring share the territory color (2-color look),
hull uses the border color.
- Angry (attacking): outer ring and center turn red.
- Retreating to repair: the center blinks black.
The warship sprite center moved to its own gray value (100) in the unit
atlas so the shader can drive it via a new fourth replacement band, with
no per-unit-type branching — the missiles' shared 130 blend band is
untouched.
Warship repair-retreat (warshipState.state === "retreating") now feeds
the existing UnitState.retreating boolean in UnitView, which UnitPass
maps to a FLAG_RETREATING instance flag.
The local player's spawn ring was plain white, which was hard to see
against white mountain terrain. Recolor it to a bright gold so it stays
visible regardless of the terrain underneath, and make it stand out more
overall during the spawn phase:
- Recolor the self ring from white to a bright gold tint
- Keep the ring center transparent so your territory shows through,
ramping up to solid at the inner edge
- Raise the breathing opacity floor (35% -> 65%) so the ring stays more
solid through the dim part of the pulse
- Speed up the breathing animation and enlarge the self ring radii
The shell (unit-atlas.png col 7) was a centered 3×3 white square, so it
rendered as a 3×3-world-tile block. Replace it with a single centered
white pixel so shells render as one pixel, matching the original
pixel-shell look. The atlas is sampled with NEAREST and unitSize is 13
(1 atlas px ≈ 1 world tile), so the lone pixel stays crisp.
Update the UnitPass header comments that described the shell as 3×3.
The special effects toggle wrote settings.specialEffects but nothing in
the WebGL pipeline read it — the FX pass is gated on passEnabled.fx. The
setting was orphaned when the old canvas renderer was removed, so the
toggle had no visual effect.
Move the toggle into the graphics settings modal (under a new Effects
section) and remove it from the in-game settings modal and the homepage
user settings modal. Rewire it to a passEnabled.fx graphics override so
it actually toggles the FX pass, applied live via the existing graphics
override listener.
Delete the now-dead fxLayer()/toggleFxLayer() from UserSettings.
Note: users who previously disabled special effects will reset to on,
since the old settings.specialEffects key is no longer read.
Extend GraphicsOverrides with a mapOverlay group (territory highlight,
border highlight amount, border highlight thickness) and a railroad
group (train track draw distance), wired through the schema,
applyGraphicsOverrides, and new sliders in the graphics settings modal.
Fix the territory hover highlight: the shader received uHighlightBrighten
but ignored it, applying a hardcoded saturation boost so the setting had
no effect. It now drives a contrast boost (push channels away from
mid-gray), with 0 disabling the effect.
The train track slider is presented as a "draw distance" (inverted
railMinZoom) so higher = tracks stay visible when more zoomed out.
Also move the Graphics settings button to the top of the settings modal.
## Description
Scales the defense-post border effect so it works with **thousands** of
Defense Posts instead of silently capping at 64.
### Problem
The border "checkerboard" (drawn on a player's border tiles when a
same-owner Defense Post is within range) was computed per-pixel: for
every border fragment, the shader looped over a `uniform vec4
uDefensePosts[64]` array doing a distance test. Two issues:
- **Hard cap of 64** — posts beyond the first 64 were dropped, so their
checkerboard never appeared.
- **Wrong cost shape** — work was `border_tiles × posts`; every added
post made every border pixel slower.
### Solution: invert the loop into a coverage texture
New `DefenseCoveragePass` stamps one instanced circle per post into a
map-resolution `R8` coverage texture (`1.0` = tile is within range of a
**same-owner** post; the owner check samples `tileTex` at stamp time, so
enemy posts never light up your border). It's a single
`drawArraysInstanced` regardless of post count — the same instancing
pattern `UnitPass`/`StructurePass` already use. The border-stamp shader
now reads one texel of that texture instead of looping; the old uniform
array, the 64-cap, and the per-fragment scan are removed from
`border-compute`/`BorderStampPass`/`BorderScatterPass`.
### Incremental re-stamping (dirty-block grid)
Coverage depends on tile ownership, which drips every frame during
combat, so a full re-stamp every frame would be wasteful at high post
counts. Because a tile changing owner only changes *its own* coverage,
the pass tracks a grid of dirty **blocks** and re-stamps only the blocks
containing changed tiles, scissored to each block (`gl.scissor` confines
the clear + draw to the changed region). Post add/remove and full tile
uploads fall back to a whole-map stamp; so does a frame where most
blocks are dirty. Per-frame cost tracks *how much changed*, not *how
many posts exist*, and scattered fronts (e.g. opposite corners) become
independent small block draws.
### Territory-fill darkening
The coverage texture marks every same-owner in-range tile (interior
included, not just borders), so `TerritoryPass` now also samples it to
darken the territory **fill** around posts. New tunable
`mapOverlay.territoryDefenseDarken` (live-editable in the graphics debug
GUI alongside `defenseCheckerDarken`).
### Performance
Tested with ~1,000 posts blanketing a map — smooth, including on a
low-end (~10-year-old) Chromebook.
## Files
- **New:** `passes/DefenseCoveragePass.ts`,
`shaders/defense-coverage/defense-coverage.{vert,frag}.glsl`
- **Edited:** `Renderer.ts`, `BorderStampPass.ts`,
`BorderComputePass.ts`, `BorderScatterPass.ts`, `TerritoryPass.ts`,
`border-stamp.frag.glsl`, `border-compute.frag.glsl`,
`territory.frag.glsl`, `RenderSettings.ts`, `render-settings.json`,
`debug/Layout.ts`
## Notes
- No user-facing text (no `translateText`/`en.json` changes needed).
- No `src/core` changes — purely client rendering, so no simulation
tests; verified via `tsc`, ESLint, `build-prod`, and in-game.
Render a soft radial glow underneath the hydrogen bomb sprite in
UnitPass. H-bomb instances draw an enlarged quad (hBombGlowScale) so
there's room for the halo; a cell-space UV remap keeps the sprite at its
normal size while the margin becomes glow area. The glow is a steady
(non-pulsing) radial falloff in a warm amber, alpha-blended underneath
the sprite and suppressed in alt/affiliation view.
Detection uses a HYDROGEN_BOMB_COL shader define derived from
UNIT_ORDER, so it tracks the atlas layout rather than hard-coding the
column. All other units are unaffected (scale 1, same fillrate); this
stays a single program / two instanced draw calls.
Glow color, scale, strength, and falloff are exposed in
render-settings.json for live tuning via the debug GUI.
## Description:
Incremental GPU border recompute — sequel to #4159.
On 10 yo low-end chrome book this increased performance by ~5fps. I'm
now able to get 40fps on GWM.
`BorderComputePass` previously re-ran its fragment shader over every
tile on
the map every time any input changed (tile flip, highlight, relation,
defense post). Cost was O(mapW × mapH) per invalidation, and tile flips
invalidate it ~every render frame in live play.
This PR adds `BorderScatterPass`, which runs the same fragment shader
but
rasterizes only one POINT per dirty tile (plus its 4 cardinal neighbors,
to
cover the cardinal-neighbor read in the border shader). Cost is O(dirty
tiles) regardless of map size or spatial distribution.
### What changed
- New `BorderScatterPass` — owns its own FBO, VAO, and instance buffer;
shares the border fragment shader with `BorderComputePass` so the two
paths can't diverge in output.
- `BorderComputePass.draw()` now picks per frame:
- **Full recompute** — when `globalDirty` is set by highlight / relation
/
defense-post changes (those affect tiles across the whole map).
- **Scatter** — when only per-tile patches have been queued via
`patchTile()`.
- `TerritoryPass.flushTileTexture()` now returns `"none" | "full" |
"scatter"` instead of `boolean`, so the renderer can pick the right
downstream invalidation:
- `"full"` → `borderPass.markGlobalDirty()` (full tile upload supersedes
per-tile patches).
- `"scatter"` → no-op; per-tile patches were already pushed via the
wired `borderPatchConsumer` callback during drip drain.
- Renderer wires `territoryPass.setBorderPatchConsumer((x, y) =>
borderPass.patchTile(x, y))` so every per-tile scatter write to
`tileTex`
also schedules an incremental border recompute for that tile + its
neighbors.
### Known limitation
Highlight-thicken rings (within `uHighlightThicken` of a changed tile)
are
NOT incrementally repainted — they'll lag visually until the next full
recompute. In practice this is short-lived (the next highlight change or
seek triggers a full recompute) and not visible during normal play; the
trade is documented in the `BorderScatterPass` header.
## 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:
evan
## Description
Reduces the amount of tile data sent to the gpu each tick, roughly
~10fps rate increase on 10 year old chromebook.
Two changes to the territory rendering path:
### 1. Split `passEnabled.mapOverlay` into four flags
The single `mapOverlay` toggle controlled four unrelated passes
(territory fill, border compute, border stamp, trail). Splits it into
`territory`, `borderCompute`, `borderStamp`, `trail` so each can be
toggled independently in the debug GUI. Pure rename — default behavior
is unchanged (all four default to `true`).
### 2. GPU scatter for per-frame tile texture updates
Replaces the dirty-row bbox `texSubImage2D` upload in `TerritoryPass`
with a new `TileScatterPass` that uploads a small attribute buffer of
`(x, y, state)` patches and runs a single `POINTS` draw into an FBO
bound to `tileTex`. Each patch rasterizes as a 1×1 point into exactly
its target texel.
**Why:** the old path's cost scaled with the bounding box of the dirty
rows, not the number of changed tiles. In typical play, tile changes are
spread across the whole map (multiple players fighting in different
regions, scattered trails/fallout), so the bbox covered most of the
map's rows and we re-uploaded mostly-unchanged data every frame. The new
path is constant cost in patch count regardless of spatial distribution,
and no longer scales with map size.
The full-upload path (initial load / seek / spawn-phase flush) is
unchanged. `fullUploadPending` correctly supersedes any queued scatter
patches.
## Please complete the following:
- [x] I have added screenshots for all UI updates *(N/A — no UI
changes)*
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file *(N/A — no user-facing text)*
- [x] I have added relevant tests to the test directory *(renderer code,
not covered by unit tests; verified visually)*
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
On low-end machines, the fillrate was too high causing framerate to
drop. The graphical difference is pretty negligible since fallout &
light are meant to be blurred anyways.
Reduces fillrate cost of the fallout bloom and fallout-light passes on
low-end GPUs:
- Extract step now renders at `mapW/8 × mapH/8` (64× fewer fragments).
Output is heavily blurred + LINEAR-magnified, so the visual difference
is minimal.
- Bloom blur reduced from 2× 9-tap to 1× 5-tap Gaussian (the smaller
kernel is sufficient given the lower-res source).
## 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:
evan
Attack troop labels, the ghost-cost chip, and the bonusPopup
minScreenScale floor were dividing by `zoom`, which Camera.ts stores
as device-pixels-per-world-unit (canvasW = cssWidth * dpr). The result
was constant device-pixel size — labels rendered ~2x larger on DPR=1
displays than on retina. Multiply each screen-relative scale by dpr so
the on-screen size stays constant in CSS pixels.
Retune the now-correct sizes: attack labels 34 -> 17, ghost-cost
screenScale 30 -> 18, screenYOffset 50 -> 25.
## Description:
- The renderer no longer knows what "dark mode" is.
`RenderSettings.dayNight.mode` (`"light" | "dark"`) is gone — passes
read neutral values (`lighting.ambient: number`, `lighting.enabled:
boolean`).
- `render-settings.json` holds the light-mode baseline. Dark mode is
just another override layer, applied the same way as graphics settings
(`darkNames`, `classicIcons`, etc.).
- New `src/client/render/gl/RenderOverrides.ts` exposes two in-place
mutators with matching shapes:
- `applyGraphicsOverrides(settings, overrides)` — replaces the old
`generateRenderSettings`
- `applyDarkModeOverride(settings, isDark)`
- `ClientGameRunner` regenerates the live settings each time the user
setting changes via `deepAssign(live, createRenderSettings())` + the
override chain. No per-slice copy list, no intermediate object — adding
a new override that touches a new section just works.
- Renamed `dayNight` → `lighting`; collapsed `nightAmbient`/`dayAmbient`
into single `ambient`; renamed `enableLightCompositing` → `enabled`.
- Bumped dark-mode ambient from 0.15 → 0.35 so terrain stays readable.
<img width="1250" height="846" alt="Screenshot 2026-06-02 at 11 47
28 AM"
src="https://github.com/user-attachments/assets/b41e8ffb-6011-4ba0-9e1f-c2a21ff90794"
/>
## 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:
evan
**Add approved & assigned issue number here:**
Resolves#2549
## Description:
Themes are purely for the client's rendering, and the server doesn't
need context on them. This PR moves `Theme.ts` from
`src/core/configuration` to `src/client/theme` and moves affiliation
colors to `render-settings.json`.
This is to support the ability to add additional themes more quickly,
such as colorblind-friendly themes. No visible changes occur from this
refactor.
## 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
---------
Co-authored-by: Josh Harris <josh@wickedsick.com>