Commit Graph

3633 Commits

Author SHA1 Message Date
Cameron Clark ad2be09ee9 Fix: Normalize sound effect loudness (#3738)
## Summary
- Normalises all 20 SFX files to -22 LUFS with true peak ≤ -2 dBFS
- Collapses a ~20dB loudness spread (hydrogen-hit at -14.94 LUFS vs
sam-hit at -34.56 LUFS) into ~2dB
- Previously jarring hits (hydrogen, atom, MIRV) pulled down 6–8dB;
previously-quiet hits (sam-hit, message) brought up to match
- Short clips (`click.mp3`, `ka-ching.mp3`) too short for EBU R128 — got
a flat -6dB trim

## Why
Addresses #3728, specifically the "*WAY too loud*" feedback. Loudest
clips were peaking within ~1.5dB of clipping.

Does **not** change overlap/stacking — per discussion in #3728 and
#3394, the 8-concurrent-sound channel limit is retained intentionally.
At -22 LUFS, multiple overlapping events remain comfortable.

## Before / after (key files)

| Effect | Before (LUFS / TP dBFS) | After (LUFS / TP dBFS) | Δ |
|---|---|---|---|
| hydrogen-hit | -14.94 / -1.62 | -22.52 / -9.10 | −7.6 dB |
| atom-launch | -17.16 / -1.53 | -23.84 / -8.14 | −6.7 dB |
| hydrogen-launch | -16.15 / -1.92 | -23.65 / -9.37 | −7.5 dB |
| mirv-launch | -19.08 / -3.17 | -24.80 / -9.80 | −5.7 dB |
| sam-hit | -34.56 / -10.77 | -23.97 / -1.98 | +10.6 dB (raised up) |
| message | -29.47 / -24.46 | -21.97 / -17.00 | +7.5 dB (raised up) |

All durations unchanged (verified with `ffprobe`). All true peaks stay
below -1 dBFS — no clipping.

## How
Applied with ffmpeg's EBU R128 `loudnorm` filter:
```
ffmpeg -i in.mp3 -af "loudnorm=I=-22:TP=-2:LRA=7" -codec:a libmp3lame -q:a 2 out.mp3
```

Files shorter than the 1-second EBU R128 window (`click.mp3` 153ms,
`ka-ching.mp3` 586ms) used \`-af volume=-6dB\` instead.

## Test plan
- [x] Singleplayer: launch atom / hydrogen / MIRV nukes, verify
detonations are satisfying but not startling
- [x] Build city / port / warship / SAM, verify construction sounds sit
naturally in the mix
- [x] Trigger alliance suggest/break, verify they match loudness of
build sounds
- [x] Trigger many simultaneous events, verify the mix is comfortable
- [x] Verify no audio truncation / glitching / clipping

Addresses #3728
2026-04-22 14:35:35 -07:00
Jarifa 0801798fbd Feat: Alliance and betrayal hotkeys (#3110)
Original Feature request by @FloPinguin  
Resolves #3077 

## Description:

Adds hotkeys for Requesting alliances and breaking alliances. This
allows for players to send or break alliances whose tile is under the
cursor, without opening the radial menu.

Keybinds:
New "Ally Keybinds" section in Settings -> Keybinds
Request alliance: Default: K - sends an alliance request to the
player/bot/nation under the cursor
Break alliance: Default: L - breaks the alliance with the player at the
cursor

Behavior:
- Cursor must be over a tile owned by the target player. The action runs
only when the game allows it, following the same logic as the radial
menu. (canSendAllianceRequest and canBreakAlliance)
- When an alliance request is sent, the events log shows: "Alliance
request sent to [target]" for confirmation. No extra message for
breaking an alliance (betrayal/debuff message already exists and is sent
upon breaking an alliance)

## Screenshots:
Keybind menu:
<img width="739" height="595" alt="image"
src="https://github.com/user-attachments/assets/ee958eab-fd50-4971-85c5-dfd49c6f0bdc"
/>
In game logs:
<img width="373" height="232" alt="image"
src="https://github.com/user-attachments/assets/2cf6bb07-5f0d-425a-82d3-65a44fef99c5"
/>

## 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


Discord username:
_Dave9595_
2026-04-21 14:34:51 -07:00
FloPinguin eedb90ffb5 Fix game ID display for team games 🪪 (#3734)
## Description:

Game ID display was looking weird in team games...

Before:

<img width="389" height="321" alt="image"
src="https://github.com/user-attachments/assets/cf39b490-cfba-4c3a-86af-8f9498380eae"
/>

After:

<img width="394" height="323" alt="image"
src="https://github.com/user-attachments/assets/9e828169-b267-4627-85eb-548dca224a8a"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-21 14:33:00 -07:00
Ivan Batsulin 29a1e8dfda feat: multi-warship selection with Shift+drag box (#3677)
Resolves #3666

## Description:

Adds RTS-style box selection for warships. Hold Shift and drag (desktop)
or long-press and drag (touch/mobile) to draw a selection rectangle —
all player-owned warships inside get selected at once. A subsequent
click/tap on water sends them all to that location.

- `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player
territory color; shared between desktop and touch
- `UILayer` — same pulsing selection outline on each box-selected
warship; clears correctly when switching between single/multi selection
- `UnitLayer` — finds warships in screen rect, filters inactive ships
before sending; touch support included
- `InputHandler` — Shift+drag and touch long-press+drag both emit
selection box events; cursor becomes crosshair on Shift; discards active
ghost structure on Shift press; configurable via `shiftKey` keybind
- `Transport` — single atomic `move_multiple_warships` intent (no split
on socket drop)
- `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` —
server fans out atomic intent into individual `MoveWarshipExecution` per
ship
- `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile
for both single and multi move
- `UnitDisplay` — warship tooltip Shift hint via `translateText`
- `HelpModal` — new hotkey row: Shift + drag → select multiple warships

## 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

## UI update
### Mouse + Keyboard


https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60

### Touch


https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79

##
## Please put your Discord username so you can be contacted if a bug or
regression is found:

fghjk_60845
2026-04-21 14:06:07 -07:00
evanpelle 78d4b301a6 worker: stop trusting client-supplied headers for WS client IP
The WS message handler read X-Forwarded-For[0] (the leftmost entry,
which is client-controllable) to key a per-IP rate limiter and to
populate the IP passed to Turnstile, Client, and the unique-IP winner
check. A client could send a different XFF per connection to bypass
all of these and indefinitely grow the limiter map.

- Drop the per-IP limiter entirely; Cloudflare already rate-limits at
  the edge and no other path used this limiter.
- Add getClientIp(): prefer cf-connecting-ip (set by Cloudflare), fall
  back to req.socket.remoteAddress (always nginx since workers bind
  127.0.0.1). Any XFF/X-Real-IP fallback would just give CF's edge IP
  or a spoofable value, so they're omitted.
2026-04-20 11:46:05 -07:00
Alex Pickett 328b8859d3 Merge commit from fork 2026-04-20 11:18:02 -07:00
Ryan c3d7d0373e Improve ingame moderation for admins (#3678)
## Description:

Players with the `admin` flare can now kick players from any game
(including public lobbies), not just the lobby creator in private
lobbies.

## 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:

w.o.n
2026-04-20 11:09:04 -07:00
RickD004 52033597ef Update Britannia and take its Classic version off rotation (#3710)
## Description:

Similar to how Europe classic was taken off rotation, we do the same
with Britannia. The newer Britannia was slightly updated to include the
rivers of the classic version, this is because of feedback from players
in the discord server who say the rivers in the classic version are an
important part of gameplay. Map otherwise keeps same nations and size.

## 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:

tri.star1011
2026-04-18 21:36:49 -07:00
Ivan Batsulin 20f428d19e Fix middle-click SAM not upgrading other buildings when SAM is unaffo… (#3670)
Resolves #3511

## Description:
When middle-clicking a SAM launcher you own, the game calls
findAndUpgradeNearestBuilding which queries all upgradeable structures
near the clicked tile. If you can't afford the SAM upgrade, canUpgrade
is false for the SAM (because canBuildUnitType returns false when gold <
cost), so the SAM is excluded from the candidates list. If a nearby
building (e.g. a Factory) can be upgraded, it gets picked as the
"nearest" target and is upgraded instead — spending gold the player was
saving for the SAM.

The fix: after finding the best upgrade candidate, check if there's an
owned SAM within the same search radius as the clicked tile. If there
is, but the best candidate is not a SAM (meaning the SAM couldn't be
afforded), do nothing instead of upgrading the other building. This
ensures middle-clicking a SAM either upgrades it or takes no action.

##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:

fghjk_60845
2026-04-18 21:35:23 -07:00
FloPinguin 12b06fa0b2 Pathfinding Fixes (Water Nukes / Lakes) 💧 (#3714)
## Description:

Fixes water-pathfinding errors that started appearing after the first
water nuke and persisted across the rest of the match.
Users reported warships "getting stuck" (stopped moving).

<img width="374" height="281" alt="image"
src="https://github.com/user-attachments/assets/de38b8f1-c4d8-469e-b3a7-d0cef4dfb772"
/>

### Summary

- The new `AbstractGraphBuilder.buildClusterConnectionsFromCache` was
buggy _(The cached edge costs reused by "clean" clusters were keyed by
tile pair without their original `(clusterX, clusterY)`, so a boundary
edge could be re-stamped with the wrong cluster and become untraversable
by the query-time single-cluster bounded A*. The cache now stores `{
cost, clusterX, clusterY }` and `buildClusterConnectionsFromCache`
preserves the original attribution when re-adding the edge.)_
- Warships: `findTargetUnit` now skips trade ships that are not in the
warship's water component, avoiding pathfinding to provably unreachable
targets.
- Warships: On `patrol` `NOT_FOUND`, clear `targetTile` so the warship
picks a new target. This is a defensive guard for the rare case where a
water nuke splits the component between target selection and pathfinding
- without it, the warship retries the same now-unreachable target every
tick and spams the log forever.

### Test

- Added a Warship test verifying that trade ships in a different water
component are not targeted.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-18 21:32:21 -07:00
FloPinguin 4e04bed44c Show game ID ingame 🪪 (#3674)
## Description:

Instead of begging youtubers to share their game id to be able to debug:

Display the current game ID in the top-right corner of the in-game
leaderboard panel (there was unused space)

<img width="391" height="326" alt="image"
src="https://github.com/user-attachments/assets/8b0aa7c2-fc8c-48e5-ae11-edd60fd40de9"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-17 17:48:37 -07:00
RickD004 ec8884410c Add new Bering Sea map, reduce Strait rotation (#3706)
## Description:

Re-submission of older PR:
https://github.com/openfrontio/OpenFrontIO/pull/3617
<img width="612" height="396" alt="image"
src="https://github.com/user-attachments/assets/955a0b2e-1df9-4fa3-a389-235f46a90f69"
/>

Regarding Bering Sea and Bering strait maps:
<img width="576" height="87" alt="image"
src="https://github.com/user-attachments/assets/f57031eb-f9c0-4e1e-83ff-204df51bb6c2"
/>
<img width="589" height="93" alt="image"
src="https://github.com/user-attachments/assets/629e71ba-489f-41cf-b67e-2476af8704f2"
/>

Because of mixed opinions about replacing the maps, i propose at least
this temporary compromise: Bering Sea gets added as a new map and Bering
Strait gets its rotation lowered to a small number. Since the classic
maps are probably being taken off rotation, we should have some small
breathing space for the 2 maps.

In the near future we should discuss between mapmakers in the dev server
whether we keep, replace or completely take Bering Strait off rotation,
and/or a community poll.

## 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:

tri.star1011
2026-04-17 17:36:38 -07:00
FloPinguin bcd9cd6af5 Cache shared-water computation for nation port placement 💧 (#3696)
## Description:

- Cache `sharedWaterComponents` globally with a 30-tick (~3s) TTL so all
nations share one `O(total_border_tiles)` pass instead of each nation
re-scanning every other player's border on every call.
- Treat ocean as always-shared: any ocean neighbor short-circuits as a
valid port site, skipping the `getWaterComponent` lookup in both the
build pass and the per-tile port check.
- Exclude bots and mutually-embargoed players from the trade-partner
candidate set, so nations no longer avoid port sites that only "share"
water with a player they can never trade with.

Port placement is not time-critical, so the 3-second staleness is
acceptable and lets the expensive build amortize across many attack
cycles.

### Performance
Benchmarked on World map (2000×1000, 61 nations) with the realistic call
pattern of ~3 nations invoking `sharedWaterComponents` per tick:

- **Before (main):** ~414 μs per tick
- **After:** ~8 μs per tick amortized (29/30 ticks hit the warm cache;
1/30 rebuilds)
- **~50× faster** on this AI hot path

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-17 17:34:45 -07:00
FloPinguin 0801cad0b5 Fix NaN coordinates in Warship patrol logic 🚢 (#3697)
## Description:

This PR fixes the `Invalid coordinates: NaN,NaN` crash during Warship
patrol execution.

### Root cause

`WarshipExecution.randomTile` picks a patrol destination inside
`warshipPatrolRange / 2` of the current patrol tile. When a search fails
to find a valid tile, the range expands by 50% per retry (`100 → 150 →
225 → 337`) and becomes odd. Once odd, `warshipPatrolRange / 2` is a
float (e.g. `112.5`), which is handed straight to
`PseudoRandom.nextInt`:

```ts
Math.floor(this.rng() * (max - min)) + min;
```

With a float `min`, this returns `integer + float` - a float. Despite
its name, `nextInt` was silently returning a non-integer. From there:

- `x = mg.x(patrolTile) + floatOffset` → float
- `mg.isValidCoord(floatX, floatY)` → `true` (only bounds were checked)
- `mg.ref(floatX, floatY)` → `yToRef[floatY] + floatX` → `undefined +
float` → `NaN`
- `hasWaterComponent(NaN, …)` → `miniMap.ref(NaN, NaN)` → **throw**

### Why this only started crashing recently

The float‑leaking `nextInt` bug has been latent since at least the
pathfinding refactor (#2866, January), which introduced the
`hasWaterComponent` check. It was invisible because the guard directly
above it short‑circuited on `NaN`:

```ts
if (!this.mg.isOcean(tile) || (!allowShoreline && this.mg.isShoreline(tile))) continue;
```

For a `NaN` tile ref, `terrain[NaN]` is `undefined`, so:

- `isOcean(NaN)` → `Boolean(undefined & OCEAN_BIT)` → **`false`**
- `isLand(NaN)` → **`false`**
- `isWater(NaN)` → `!isLand(NaN)` → **`true`**

Before: `!isOcean(NaN)` was `true`, execution hit `continue`, and the
poisoned ref never reached `hasWaterComponent`. The "Trading in lakes"
PR (#3653) relaxed that single line to allow patrol on lakes:

```diff
- if (!this.mg.isOcean(tile) || ...) continue;
+ if (!this.mg.isWater(tile) || ...) continue;
```

Because `isWater(NaN)` is `true`, `!isWater(NaN)` is now `false` -
execution falls through to `hasWaterComponent(NaN, …)` and crashes.
#3653 didn't introduce the bug; it just happened to remove the
accidental NaN filter that was hiding it.

### Changes

- **`PseudoRandom.nextInt`** - root‑cause fix. Floors both `min` and
`max` so `nextInt` always returns an integer regardless of what callers
pass. Future callers can't re‑trip this trap.
- **`WarshipExecution.randomTile`** - replaced the unsafe
`this.warship.patrolTile()!` non‑null assertion with a proper
`undefined` guard that returns early.
- **`GameMap.isValidCoord`** - defense in depth: also requires
`Number.isInteger(x)` and `Number.isInteger(y)`. Non‑integer coords can
still be produced outside `nextInt` (trig, arithmetic); this makes
`ref()` fail loudly at the boundary instead of silently producing `NaN`
refs.

### Original stacktrace

Please paste the following in your bug report in Discord:
Game crashed!
game id: gGicMpDh
client id: wXE5SpT2
Error: Invalid coordinates: NaN,NaN
Message: Error: Invalid coordinates: NaN,NaN
at at.ref
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:64853)
at r_.hasWaterComponent
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:243326)
at l_.hasWaterComponent
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:260740)
at b1.randomTile
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:92634)
at b1.patrol
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:91728)
at b1.tick
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:89996)
at
https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:251463
    at Array.forEach (<anonymous>)
at l_.executeNextTick
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:251383)
at p_.executeNextTick
(https://nightly.openfront.dev/assets/Worker.worker-DL_guV2P.js:31:271256)

Discord:
https://discord.com/channels/1284581928254701718/1494336024740888667

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-17 17:34:12 -07:00
dependabot[bot] bf79a0cd56 Bump protobufjs from 7.5.3 to 7.5.5 in the npm_and_yarn group across 1 directory (#3698)
Bumps the npm_and_yarn group with 1 update in the / directory:
[protobufjs](https://github.com/protobufjs/protobuf.js).

Updates `protobufjs` from 7.5.3 to 7.5.5
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/protobufjs/protobuf.js/releases">protobufjs's
releases</a>.</em></p>
<blockquote>
<h2>protobufjs: v7.5.4</h2>
<h2><a
href="https://github.com/protobufjs/protobuf.js/compare/protobufjs-v7.5.3...protobufjs-v7.5.4">7.5.4</a>
(2025-08-15)</h2>
<h3>Bug Fixes</h3>
<ul>
<li>invalid syntax in descriptor.proto (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2092">#2092</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/5a3769a465fead089a533ad55c21d069299df760">5a3769a</a>)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/protobufjs/protobuf.js/blob/master/CHANGELOG.md">protobufjs's
changelog</a>.</em></p>
<blockquote>
<h1>Changelog</h1>
<h2><a
href="https://github.com/protobufjs/protobuf.js/compare/protobufjs-v8.0.0...protobufjs-v8.0.1">8.0.1</a>
(2026-03-11)</h2>
<h3>Bug Fixes</h3>
<ul>
<li>bump protobufjs dependency version for cli package (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2128">#2128</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/549b05ecd95e23da40fa1a36a9336c57946b8377">549b05e</a>)</li>
<li>correct json syntax in tsconfig.json (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2120">#2120</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/80656255c75000f3e954e036cdfcb5bfd0a8c687">8065625</a>)</li>
<li><strong>descriptor:</strong> guard oneof index for non-Type parents
(<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2122">#2122</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/1cac5cf811d0855b27dcde73a3a04d15efde3728">1cac5cf</a>)</li>
<li>do not allow setting <strong>proto</strong> in Message constructor
(<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2126">#2126</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/f05e3c3bdd0b3c2cddbf8540bb5bd4d394a693ad">f05e3c3</a>)</li>
<li>filter invalid characters from the type name (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2127">#2127</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/535df444ac060243722ac5d672db205e5c531d75">535df44</a>)</li>
</ul>
<h2><a
href="https://github.com/protobufjs/protobuf.js/compare/protobufjs-v7.5.4...protobufjs-v8.0.0">8.0.0</a>
(2025-12-16)</h2>
<h3>⚠ BREAKING CHANGES</h3>
<ul>
<li>add Edition 2024 Support (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2060">#2060</a>)</li>
</ul>
<h3>Features</h3>
<ul>
<li>add Edition 2024 Support (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2060">#2060</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/53e8492cbaae2c741801fa50b5f908ff5129c3d7">53e8492</a>)</li>
</ul>
<h2><a
href="https://github.com/protobufjs/protobuf.js/compare/protobufjs-v7.5.3...protobufjs-v7.5.4">7.5.4</a>
(2025-08-15)</h2>
<h3>Bug Fixes</h3>
<ul>
<li>invalid syntax in descriptor.proto (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2092">#2092</a>)
(<a
href="https://github.com/protobufjs/protobuf.js/commit/5a3769a465fead089a533ad55c21d069299df760">5a3769a</a>)</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/protobufjs/protobuf.js/commit/b7bdfaf91d7bf279326f2d043b633da0a2dbfe47"><code>b7bdfaf</code></a>
chore: release 7.5.5</li>
<li><a
href="https://github.com/protobufjs/protobuf.js/commit/ff7b2afef8754837cc6dc64c864cd111ab477956"><code>ff7b2af</code></a>
fix: filter invalid characters from the type name (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2127">#2127</a>)</li>
<li><a
href="https://github.com/protobufjs/protobuf.js/commit/086b19d00d1d01e801d6ccc2ae3f207bb1b06482"><code>086b19d</code></a>
fix: do not allow setting <strong>proto</strong> in Message constructor
(<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2126">#2126</a>)</li>
<li><a
href="https://github.com/protobufjs/protobuf.js/commit/827ff8e48253e9041f19ac81168aa046dbdfb041"><code>827ff8e</code></a>
chore: release master (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2093">#2093</a>)</li>
<li><a
href="https://github.com/protobufjs/protobuf.js/commit/5a3769a465fead089a533ad55c21d069299df760"><code>5a3769a</code></a>
fix: invalid syntax in descriptor.proto (<a
href="https://redirect.github.com/protobufjs/protobuf.js/issues/2092">#2092</a>)</li>
<li>See full diff in <a
href="https://github.com/protobufjs/protobuf.js/compare/protobufjs-v7.5.3...protobufjs-v7.5.5">compare
view</a></li>
</ul>
</details>
<details>
<summary>Maintainer changes</summary>
<p>This version was pushed to npm by <a
href="https://www.npmjs.com/~fenster">fenster</a>, a new releaser for
protobufjs since your current version.</p>
</details>
<br />


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2026-04-17 17:33:03 -07:00
FloPinguin ae96eb7e98 Fix nation nuke crash when attacker has no remaining tiles 🛡️ (#3703)
## Description:

Fixes a game crash (`Error: array must not be empty`) thrown from
`PseudoRandom.randElement` when a nation tries to pick a nuke target
whose territory no longer exists.

## Root cause

`NationNukeBehavior.findBestNukeTarget` calls
`findIncomingAttackPlayer`, which iterates the player's
`_incomingAttacks`. `AttackImpl` instances can linger in this array past
the point where the attacker has lost all tiles — the attack is only
removed on explicit `delete()` and `removeOnDeath` cleanup isn't
guaranteed to run before other executions tick within the same turn. A
dead attacker gets returned as the nuke target, `randTerritoryTileArray`
samples their (empty) territory, and `randElement` throws on the empty
array.

## Fix

- `Player.incomingAttacks()` now filters out attacks whose attacker is
no longer alive, so consumers can't observe stale references from
mid-tick deaths.
- `randTerritoryTile` guards against `numTilesOwned() === 0` before
falling back to `randElement(p.tiles())` as a defense-in-depth safeguard
at the util level.
- `PlayerImpl.toUpdate()` now uses the `incomingAttacks()` /
`outgoingAttacks()` accessors (rather than the raw `_` arrays) so
serialized client state stays consistent with the server-side view.

`outgoingAttacks()` is intentionally left unfiltered, the engine relies
on seeing in-flight attacks during their retreat phase after a target is
conquered (attack merging/cancellation in `AttackExecution.init`).

### Bug report from discord

Please paste the following in your bug report in Discord:
Game crashed!
game id: LQDSWbh6
client id: JjwysSLN
Error: array must not be empty
Message: Error: array must not be empty
at sa.randElement
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:28:39166)
at H1
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:116429)
at Jc
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:116135)
at G1.maybeSendNuke
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:117597)
at n5.tick
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:171764)
at https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:251463
    at Array.forEach (<anonymous>)
at c.executeNextTick
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:251383)
at b.executeNextTick
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:271256)
at S_
(https://main.openfront.dev/assets/Worker.worker-DoPM94lr.js:31:366356)

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-17 17:32:49 -07:00
Aotumuri cfb731595d mls (v5.1) (#3705)
## Description:

Version identifier within MLS: v5.1

[Changed languages]
- bg
- de-CH
- fr
- id
- ru
- uk
- zh-CN

[Change volume]
- Changed languages: 8
- Changed files: 8
- Changed lines: 9222
- metadata.json: unchanged

Final reviewer: meow02952

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
2026-04-17 17:31:43 -07:00
Ivan Batsulin e5e1211480 feat: add Shift+ modifier support for keybinds (#3679)
## Description:

This PR adds support for `Shift+<key>` keybind combinations across the
entire keybind system.

Previously, keybinds only supported a single key (e.g. `KeyB` for boat
attack). Now any keybind can be configured as `Shift+KeyB`, which will
only trigger when Shift is held down simultaneously.

Enables to use Shift + A for "select all" feature from #3677 

**Changes:**
- `InputHandler.ts`: Added `parseKeybind()` helper that parses
`"Shift+KeyB"` → `{ shift: true, code: "KeyB" }`. Added
`keybindMatchesEvent()` for consistent matching across all keyup/keydown
handlers. Updated `resolveBuildKeybind()` and all keybind comparisons to
respect the shift modifier.
- `SettingKeybind.ts`: When recording a keybind, lone modifier keys
(Shift, Ctrl, etc.) are skipped — the component waits for the actual
key. If Shift is held when the key is pressed, the value is stored as
`"Shift+<code>"`.
- `Utils.ts`: `formatKeyForDisplay()` now handles the `Shift+` prefix,
displaying e.g. `"Shift+B"`.
- `tests/InputHandler.test.ts`: Added 6 tests covering Shift+ keybind
matching, negative cases (plain key not triggering Shift-bound action),
coexistence of `Digit1` and `Shift+Digit1` on different actions, and
Numpad alias support with Shift.

## 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

## UI changes:

<img width="2255" height="2070" alt="CleanShot 2026-04-15 at 20 23
25@2x"
src="https://github.com/user-attachments/assets/96c19fc3-6294-40b7-82eb-3fde52b71618"
/>


## Please put your Discord username so you can be contacted if a bug or
regression is found:

fghjk_60845
2026-04-16 19:46:01 -07:00
Patrick Plays Badly d0a9146843 Update luna for compact maps (#3692)
## Description:

Updates Luna map so that 'orbit' lines are continuous during compact
game play. Other small edits.

https://youtu.be/rxoME-YYtII

## 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:

PlaysBadly
2026-04-16 19:43:32 -07:00
evanpelle 565060f346 Merge branch 'v30' 2026-04-16 19:40:05 -07:00
Ivan Batsulin 76f8441b45 feat: add warning news type and Firefox performance notice (#3680)
## Description:
Adds a new `warning` news type to the news banner system and uses it to
display a Firefox performance notice.

Changes:
- Added `warning` type with red styling to `NewsBox.ts`
- Added `news_box.warning` key (`"WARNING"`) to `en.json`
- Added Firefox performance notice to `resources/news.json` using the
new `warning` type
- Added `news_box.*` dynamic key pattern to `TranslationSystem.test.ts`
to fix unused key detection

## 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

## UI change:
<img width="2101" height="1770" alt="CleanShot 2026-04-16 at 15 04
35@2x"
src="https://github.com/user-attachments/assets/7a8b9290-4216-4799-b271-606afd9b8723"
/>



## Please put your Discord username so you can be contacted if a bug or
regression is found:
fghjk_60845
2026-04-16 16:53:38 -07:00
Ryan 1509bc9f13 Account Modal Bugfix (#3687)
## Description:

Fix null stat values from LEFT JOIN causing Zod validation failure on
player profiles

https://github.com/openfrontio/infra/pull/316 switched playerStats from
innerJoin to leftJoin so that sessions with no stats row (games that
ended instantly on spawn) are still counted in wins/losses/total.


## 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:

w.o.n
v0.30.27
2026-04-16 13:18:55 -07:00
evanpelle b32b81c86c Censor slurs split across clan tag and username
Catches names like "[HIT]LER" where neither the clan
tag nor the username is profane on its own, but concatenating them
forms a slur. Detected by running the matcher against clan+name and
checking whether any match spans the clan/name boundary.
v0.30.26
2026-04-16 12:36:48 -07:00
Evan adeb6a306a Update homepage & in-game promos (#3602)
## Description:

* Replace the static footer ad (HomeFooterAd component) with a Playwire
bottom_rail ad that loads on lobby join and persists into the spawn
phase
* Expand in-game ad slots from 1 to 3 (standard_iab_left1, left3, left4)
with a timer-based visibility check to show a background container when
ads render
* Remove the resize-based footer ad height logic and gutter ad vertical
offset adjustments that depended on it

<img width="1828" height="961" alt="Screenshot 2026-04-16 at 12 14
00 PM"
src="https://github.com/user-attachments/assets/50bfd0de-dd54-4f8b-b75e-04b720a1841b"
/>


<img width="1286" height="939" alt="Screenshot 2026-04-16 at 11 59
18 AM"
src="https://github.com/user-attachments/assets/e0fb0762-82e7-444f-8706-5908aad0f094"
/>
## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-04-16 12:19:12 -07:00
Evan 1ebac8e854 Move brand images to proprietary/ and support multi-dir asset pipeline (#3662)
## Description:

* Move proprietary brand images (logos, favicon) from resources/images/
to proprietary/images/ to separate open-source assets from proprietary
ones
* Extend the asset pipeline (PublicAssetManifest, vite.config.ts) to
support multiple source directories (resources/ + proprietary/), so
buildAssetUrl resolves assets from either location transparently
* In dev, serve proprietary/ as a fallback middleware (registered after
Vite's publicDir handler) so resources/ takes precedence when files
exist in both. The idea is we could have placeholder assets placeholders
that can be used by forks, and only the production build uses
proprietary assets.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-04-16 08:42:11 -07:00
dependabot[bot] 31baeacdf4 Bump dompurify from 3.3.2 to 3.4.0 in the npm_and_yarn group across 1 directory (#3693)
Bumps the npm_and_yarn group with 1 update in the / directory:
[dompurify](https://github.com/cure53/DOMPurify).

Updates `dompurify` from 3.3.2 to 3.4.0
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/cure53/DOMPurify/releases">dompurify's
releases</a>.</em></p>
<blockquote>
<h2>DOMPurify 3.4.0</h2>
<p><strong>Most relevant changes:</strong></p>
<ul>
<li>Fixed a problem with <code>FORBID_TAGS</code> not winning over
<code>ADD_TAGS</code>, thanks <a
href="https://github.com/kodareef5"><code>@​kodareef5</code></a></li>
<li>Fixed several minor problems and typos regarding MathML attributes,
thanks <a
href="https://github.com/DavidOliver"><code>@​DavidOliver</code></a></li>
<li>Fixed <code>ADD_ATTR</code>/<code>ADD_TAGS</code> function leaking
into subsequent array-based calls, thanks <a
href="https://github.com/1Jesper1"><code>@​1Jesper1</code></a></li>
<li>Fixed a missing <code>SAFE_FOR_TEMPLATES</code> scrub in
<code>RETURN_DOM</code> path, thanks <a
href="https://github.com/bencalif"><code>@​bencalif</code></a></li>
<li>Fixed a prototype pollution via
<code>CUSTOM_ELEMENT_HANDLING</code>, thanks <a
href="https://github.com/trace37labs"><code>@​trace37labs</code></a></li>
<li>Fixed an issue with <code>ADD_TAGS</code> function form bypassing
<code>FORBID_TAGS</code>, thanks <a
href="https://github.com/eddieran"><code>@​eddieran</code></a></li>
<li>Fixed an issue with <code>ADD_ATTR</code> predicates skipping URI
validation, thanks <a
href="https://github.com/christos-eth"><code>@​christos-eth</code></a></li>
<li>Fixed an issue with <code>USE_PROFILES</code> prototype pollution,
thanks <a
href="https://github.com/christos-eth"><code>@​christos-eth</code></a></li>
<li>Fixed an issue leading to possible mXSS via Re-Contextualization,
thanks <a
href="https://github.com/researchatfluidattacks"><code>@​researchatfluidattacks</code></a>
and others</li>
<li>Fixed an issue with closing tags leading to possible mXSS, thanks <a
href="https://github.com/frevadiscor"><code>@​frevadiscor</code></a></li>
<li>Fixed a problem with the type dentition patcher after Node version
bump</li>
<li>Fixed freezing BS runs by reducing the tested browsers array</li>
<li>Bumped several dependencies where possible</li>
<li>Added needed files for OpenSSF scorecard checks</li>
</ul>
<p><strong>Published Advisories are here:</strong>
<a
href="https://github.com/cure53/DOMPurify/security/advisories?state=published">https://github.com/cure53/DOMPurify/security/advisories?state=published</a></p>
<h2>DOMPurify 3.3.3</h2>
<ul>
<li>Fixed an engine requirement for Node 20 which caused hiccups, thanks
<a href="https://github.com/Rotzbua"><code>@​Rotzbua</code></a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/cure53/DOMPurify/commit/5b16e0b892e82b1779d62b9928b43c4c4ff290b9"><code>5b16e0b</code></a>
Getting 3.x branch ready for 3.4.0 release (<a
href="https://redirect.github.com/cure53/DOMPurify/issues/1250">#1250</a>)</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/8bcbf73ae7eb56e7b4f1300b66cf543342c7ee27"><code>8bcbf73</code></a>
chore: Preparing 3.3.3 release</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/5faddd60af7b4d612f32a0c6b44432b77c8c490c"><code>5faddd6</code></a>
fix: engine requirement (<a
href="https://redirect.github.com/cure53/DOMPurify/issues/1210">#1210</a>)</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/0f91e3add5c028bc4110c513b0c2571b284c35af"><code>0f91e3a</code></a>
Update README.md</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/d5ff1a8c605df1df998c2e7df2c4c8ac762b0dea"><code>d5ff1a8</code></a>
Merge branch 'main' of github.com:cure53/DOMPurify</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/c3efd489010366e755de9d65fd741888fd8b7462"><code>c3efd48</code></a>
fix: moved back from jsdom 28 to jsdom 20</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/988b888108c8df911ef37e68d0e26c85ad90e885"><code>988b888</code></a>
fix: moved back from jsdom 28 to jsdom 20</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/2726c74e9c6a0645127d1630e5ca49f64bc9fe67"><code>2726c74</code></a>
chore: Preparing 3.3.2 release</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/6202c7e43e9df01ba606396aed60fbae5583f7a1"><code>6202c7e</code></a>
build(deps): bump <code>@​tootallnate/once</code> and jsdom (<a
href="https://redirect.github.com/cure53/DOMPurify/issues/1204">#1204</a>)</li>
<li><a
href="https://github.com/cure53/DOMPurify/commit/302b51de22535cc90235472c52e3401bedd46f80"><code>302b51d</code></a>
fix: Expanded the regex ever so slightly to also cover script</li>
<li>Additional commits viewable in <a
href="https://github.com/cure53/DOMPurify/compare/3.3.2...3.4.0">compare
view</a></li>
</ul>
</details>
<br />


[![Dependabot compatibility
score](https://dependabot-badges.githubapp.com/badges/compatibility_score?dependency-name=dompurify&package-manager=npm_and_yarn&previous-version=3.3.2&new-version=3.4.0)](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)

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2026-04-16 10:50:24 +01:00
FloPinguin 87a72a4e93 Forward game tick errors from worker to client 🐛 (#3690)
## Description:

Currently there is a "Game tick error: Invalid coordinates: NaN,NaN"
error which crashes the game rarely.
Maybe introduced by water nukes, I'm not sure.
To properly debug it when it happens again, lets print the stacktrace:

- Game tick errors (`ErrorUpdate`) were silently dropped in the web
worker's `drain()` function, so the client's error modal never displayed
- Added a `"game_error"` worker message type to forward `ErrorUpdate`
from the worker to the main thread
- The client now receives the full error message and stack trace via the
existing `showErrorModal` dialog

<img width="1147" height="402" alt="image"
src="https://github.com/user-attachments/assets/1b5dcc02-2903-41c9-bf0e-75f22cb7811a"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-15 21:03:01 -07:00
babyboucher e0cc50d3c4 Fix hostCheats check not disabling (#3691)
## Description:

Currently if you deselect Host cheats, any active host cheats will still
be active. This fixes it so if you deselect Host cheats, all the cheats
are disabled.

## 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:

babyboucher
2026-04-15 16:55:06 -07:00
FloPinguin f1f63ec9b4 Partial Pathfinding Rebuild 💧 (#3689)
## Description:

Another big water nukes performance improvement.

Performance measurements (water-nuke-detonation on GWM):

<img width="203" height="103" alt="image"
src="https://github.com/user-attachments/assets/b3d62575-d4bd-43c9-a5af-af127d73a9c5"
/>

I did a lot of testing with throwing water nukes and sending boats in
the area, paths are looking clean & correct!

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-15 16:17:40 -07:00
RickD004 a12cb56192 Great Lakes improvement (#3681)
## Description:

I found a better dataset of the region so: 
Update of the Great lakes with better terrain and more accurate water.
Nations and map size all stay the same.

<img width="918" height="306" alt="image"
src="https://github.com/user-attachments/assets/a4a68727-662f-4603-b61c-9969a2a35500"
/>

Describe the PR.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tri.star1011
2026-04-15 15:20:56 -07:00
FloPinguin 9821e8e041 Add host cheats for streamers (Specifically Enzo) (#3671)
## Description:

- Adds a "Host Cheats" toggle in the private lobby options section that
reveals a dedicated section with four host-only cheats: infinite gold,
infinite troops, gold multiplier, and starting gold
- Only the lobby creator receives the cheat effects in-game (checked via
`isLobbyCreator` in DefaultConfig)
- Joining players see active host cheats displayed as yellow badges in
the lobby UI
- Adds `hostCheats` optional object to `GameConfigSchema` and wires it
through the server config update whitelist
- Raises the intent size limit for `update_game_config` messages
(lobby-only, not stored in turn history) to prevent rate-limiter kicks
(I always got too-much-data-kicked after selecting "host cheats" lol)

<img width="861" height="525" alt="image"
src="https://github.com/user-attachments/assets/51e51ec4-c2e8-46ca-b258-11a93487964f"
/>


<img width="933" height="825" alt="image"
src="https://github.com/user-attachments/assets/5acbd38d-2097-42e1-ba78-0fb17d6afe82"
/>

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-15 15:20:08 -07:00
Ryan f32994fbc7 Account Modal Bugfix (#3687)
## Description:

Fix null stat values from LEFT JOIN causing Zod validation failure on
player profiles

https://github.com/openfrontio/infra/pull/316 switched playerStats from
innerJoin to leftJoin so that sessions with no stats row (games that
ended instantly on spawn) are still counted in wins/losses/total.


## 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:

w.o.n
2026-04-15 15:14:11 -07:00
Evan 57aaf59220 Have game server reject banned players (#3683)
## Description:

The jwt now contains a "role" field, the game server checks if that role
=== "banned", and rejects them from connecting to games

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-04-15 12:37:21 -07:00
David 3a49b9a794 Fix settings-slider visuals (#3673)
Resolves #3672

## Description:

Correctly aligns elements in the `settings-slider` element to avoid them
from overflowing off of the card. Also moves the slider label to keep
all settings buttons/sliders in the same column.

Before:
<img width="875" height="326" alt="image"
src="https://github.com/user-attachments/assets/0aad7b1c-be87-4a8f-a816-5892343af377"
/>

After:
<img width="861" height="323" alt="image"
src="https://github.com/user-attachments/assets/5d8129f4-3b9d-4fb8-952b-bbdae461181f"
/>

## 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:

@EnderBoy9217
2026-04-14 20:19:56 -07:00
RickD004 eb7cf1ead3 Turn the Sahara brown in Mediterranean map (#3676)
## Description:

Adds the Sahara to the Mediterranean map (in the current version it is
green, it has been manually changed to brown terrain for more realism
and to make expansion in the south a little harder since it is where
most bots would spawn)

<img width="995" height="280" alt="image"
src="https://github.com/user-attachments/assets/bea152bf-027f-4ec5-8560-206978475ef3"
/>

## 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:

tri.star1011
2026-04-14 20:18:33 -07:00
Aotumuri d05f5e748c Fix external train trade attribution in match results (#3589)
## Description:

A player reported that income received from opponents' trains was
missing from match result logs.
Fix external train trade attribution to the station owner and add
regression tests for train income stats.

## 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
2026-04-15 02:35:32 +00:00
babyboucher e569c05fb1 Fix muti game joining issue (#3675)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3669 

## Description:

Added a check to make sure that there is only one active lobbyHandle by
checking if there has been a new event before it finished processing.

## 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:

babyboucher
2026-04-14 19:37:22 -07:00
FloPinguin 35a64fa0d9 Big Water-Nukes Performance Improvements 💧 (#3668)
## Description:

### 1. Water Magnitude Calculation Optimization (WaterManager.ts)
* Boxed BFS Approach: Refactored the water magnitude recomputation to
use "Dirty" and "Seed" boxes. Instead of a global update, the system now
only recalculates magnitudes within a specific radius of the affected
area, significantly reducing CPU load after water-nuke-explosions
* Shoreline Bit Optimization: Narrowed the scope for updating shoreline
bits to a 2-ring neighborhood around converted tiles, avoiding
unnecessary checks across the entire map.

Performance test on the world map:
- AtomBomb (r=30): 24ms (was 344ms with global BFS), 2,993 changed tiles
(was 630k)
- Massive (r=200): 178ms (was 378ms), 130k changed tiles (was 654k)

### 2. Pathfinding Rebuild Staggering (PathFinder.ts,
TradeShipExecution.ts, TransportShipExecution.ts)
* Distributed Rebuilds: Introduced a staggering mechanism in
WaterPathFinder. Ship pathfinders now wait a randomized/distributed
number of ticks (0 - 5 seconds) before rebuilding after a water graph
change.
* CPU Spike Mitigation: By spreading out these expensive A* rebuilds
over time, we prevent lag when hundreds of ships attempt to re-path
simultaneously
* Like Mole said it: "Pretty realistic I;d say the capitan needs a
second to realize the big nuke on the left opened a new path"

From a performance test on the big new Luna map:
Graph rebuild: 256.4ms
Pathfinder-Rebuild of 329 ships (Including other Executions): 1564.4ms
(No longer noticeable, spread over 5s)

###  3. Performance Refinements
* Simplified deep ocean magnitude logic within the optimized BFS flow.
   * Improved memory efficiency by utilizing clipped BFS wavefronts.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-04-14 16:17:15 -07:00
RickD004 e42c99bae0 Add 2Team spawnzones for Luna map (#3664)
## Description:

Adds spawn areas to the Luna map for 2 teams, given the map is very
symmetrical and would fit nicely with other team-centered maps like
baikal and 4islands. Thanks to deshack for suggesting this.

<img width="226" height="527" alt="image"
src="https://github.com/user-attachments/assets/8c3776d9-dfff-4bdf-a0ec-81d45daa61af"
/>


## 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:

tri.star1011
2026-04-14 15:35:03 -07:00
VariableVince 845ebd7d1a Chore(deps): Update express-rate-limit (#3667)
## Description:

Update express-rate-limit 7.5.0 > 8.3.2.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-04-14 10:50:51 -07:00
dependabot[bot] 5b6796a9ea Bump actions/github-script from 8 to 9 in the updates group (#3663)
Bumps the updates group with 1 update:
[actions/github-script](https://github.com/actions/github-script).

Updates `actions/github-script` from 8 to 9
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/actions/github-script/releases">actions/github-script's
releases</a>.</em></p>
<blockquote>
<h2>v9.0.0</h2>
<p><strong>New features:</strong></p>
<ul>
<li><strong><code>getOctokit</code> factory function</strong> —
Available directly in the script context. Create additional
authenticated Octokit clients with different tokens for multi-token
workflows, GitHub App tokens, and cross-org access. See <a
href="https://github.com/actions/github-script#creating-additional-clients-with-getoctokit">Creating
additional clients with <code>getOctokit</code></a> for details and
examples.</li>
<li><strong>Orchestration ID in user-agent</strong> — The
<code>ACTIONS_ORCHESTRATION_ID</code> environment variable is
automatically appended to the user-agent string for request
tracing.</li>
</ul>
<p><strong>Breaking changes:</strong></p>
<ul>
<li><strong><code>require('@actions/github')</code> no longer works in
scripts.</strong> The upgrade to <code>@actions/github</code> v9
(ESM-only) means <code>require('@actions/github')</code> will fail at
runtime. If you previously used patterns like <code>const { getOctokit }
= require('@actions/github')</code> to create secondary clients, use the
new injected <code>getOctokit</code> function instead — it's available
directly in the script context with no imports needed.</li>
<li><code>getOctokit</code> is now an injected function parameter.
Scripts that declare <code>const getOctokit = ...</code> or <code>let
getOctokit = ...</code> will get a <code>SyntaxError</code> because
JavaScript does not allow <code>const</code>/<code>let</code>
redeclaration of function parameters. Use the injected
<code>getOctokit</code> directly, or use <code>var getOctokit =
...</code> if you need to redeclare it.</li>
<li>If your script accesses other <code>@actions/github</code> internals
beyond the standard <code>github</code>/<code>octokit</code> client, you
may need to update those references for v9 compatibility.</li>
</ul>
<h2>What's Changed</h2>
<ul>
<li>Add ACTIONS_ORCHESTRATION_ID to user-agent string by <a
href="https://github.com/Copilot"><code>@​Copilot</code></a> in <a
href="https://redirect.github.com/actions/github-script/pull/695">actions/github-script#695</a></li>
<li>ci: use deployment: false for integration test environments by <a
href="https://github.com/salmanmkc"><code>@​salmanmkc</code></a> in <a
href="https://redirect.github.com/actions/github-script/pull/712">actions/github-script#712</a></li>
<li>feat!: add getOctokit to script context, upgrade
<code>@​actions/github</code> v9, <code>@​octokit/core</code> v7, and
related packages by <a
href="https://github.com/salmanmkc"><code>@​salmanmkc</code></a> in <a
href="https://redirect.github.com/actions/github-script/pull/700">actions/github-script#700</a></li>
</ul>
<h2>New Contributors</h2>
<ul>
<li><a href="https://github.com/Copilot"><code>@​Copilot</code></a> made
their first contribution in <a
href="https://redirect.github.com/actions/github-script/pull/695">actions/github-script#695</a></li>
</ul>
<p><strong>Full Changelog</strong>: <a
href="https://github.com/actions/github-script/compare/v8.0.0...v9.0.0">https://github.com/actions/github-script/compare/v8.0.0...v9.0.0</a></p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/actions/github-script/commit/3a2844b7e9c422d3c10d287c895573f7108da1b3"><code>3a2844b</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/github-script/issues/700">#700</a>
from actions/salmanmkc/expose-getoctokit + prepare re...</li>
<li><a
href="https://github.com/actions/github-script/commit/ca10bbdd1a7739de09e99a200c7a59f5d73a4079"><code>ca10bbd</code></a>
fix: use <code>@​octokit/core/</code>types import for v7
compatibility</li>
<li><a
href="https://github.com/actions/github-script/commit/86e48e20ac85c970ed1f96e718fd068173948b7b"><code>86e48e2</code></a>
merge: incorporate main branch changes</li>
<li><a
href="https://github.com/actions/github-script/commit/c1084728b5b935ec4ddc1e4cee877b01797b3ff9"><code>c108472</code></a>
chore: rebuild dist for v9 upgrade and getOctokit factory</li>
<li><a
href="https://github.com/actions/github-script/commit/afff112e4f8b57c718168af75b89ce00bc8d091d"><code>afff112</code></a>
Merge pull request <a
href="https://redirect.github.com/actions/github-script/issues/712">#712</a>
from actions/salmanmkc/deployment-false + fix user-ag...</li>
<li><a
href="https://github.com/actions/github-script/commit/ff8117e5b78c415f814f39ad6998f424fee7b817"><code>ff8117e</code></a>
ci: fix user-agent test to handle orchestration ID</li>
<li><a
href="https://github.com/actions/github-script/commit/81c6b7876079abe10ff715951c9fc7b3e1ab389d"><code>81c6b78</code></a>
ci: use deployment: false to suppress deployment noise from integration
tests</li>
<li><a
href="https://github.com/actions/github-script/commit/3953caf8858d318f37b6cc53a9f5708859b5a7b7"><code>3953caf</code></a>
docs: update README examples from <a
href="https://github.com/v8"><code>@​v8</code></a> to <a
href="https://github.com/v9"><code>@​v9</code></a>, add getOctokit docs
and v9 brea...</li>
<li><a
href="https://github.com/actions/github-script/commit/c17d55b90dcdb3d554d0027a6c180a7adc2daf78"><code>c17d55b</code></a>
ci: add getOctokit integration test job</li>
<li><a
href="https://github.com/actions/github-script/commit/a047196d9a02fe92098771cafbb98c2f1814e408"><code>a047196</code></a>
test: add getOctokit integration tests via callAsyncFunction</li>
<li>Additional commits viewable in <a
href="https://github.com/actions/github-script/compare/v8...v9">compare
view</a></li>
</ul>
</details>
<br />


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2026-04-13 20:22:37 -07:00
VariableVince e63c18cdcd VSCode: have it recommend trusted Prettier and Socket Security extensions (#3658)
## Description:

Have VSCode recommend two trusted extensions when Workspace is opened
for the first time, and in the Extensions tab under Workspace
Recommendations.
https://code.visualstudio.com/docs/configure/extensions/extension-marketplace#_workspace-recommended-extensions

- Socket Security to get more information and warnings about deps in
package.json and package-lock.json. We use Socket Security on Github;
this extension helps get the same info but earlier. Another developer
might prefer Socket CLI https://docs.socket.dev/docs/getting-started
- Prettier, eg. to be able to use via the Format Document command per
file, so there's no need for npm format (which force writes to all files
which can be scary even though Git sees which ones are actually
changed).

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-04-13 20:21:08 -07:00
VariableVince 61f19dae7d VSCode: small textual fix in launch.json (#3659)
## Description:

Rename "Debug Jest Tests" to just "Debug Tests". We now use Vitest, not
Jest anymore since awhile. And in case we would switch to another
framework in the future, just leave its name out of the configuration
name.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-04-13 20:19:54 -07:00
VariableVince 4814c42c3b Dependabot: check for go dependency security updates too (#3660)
## Description:

Let dependabot also check for security updates for go dependencies
periodically.

Even though we only use go in map-generator and it's only one dependency
currently, still good to catch security updates.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-04-13 20:19:01 -07:00
RickD004 897a3a3566 adds map of the Caucasus (#3661)
## Description:

Adds map of the Caucasus. This map is made especifically because of the
new update that allows ports to be placed on smaller bodies of water,
rather than just the largest one.

This map has 2 disconnected, large bodies of water of similar size
(Black and Caspian seas), which would create 2 independent trade
systems, creating a more dynamic economy.

<img width="667" height="541" alt="Captura de pantalla 2026-04-13
195810"
src="https://github.com/user-attachments/assets/d980b831-d920-4a2e-9d92-40a7be96ead6"
/>
<img width="539" height="439" alt="Captura de pantalla 2026-04-13
200005"
src="https://github.com/user-attachments/assets/e973a66a-8796-40dc-b8b3-39b49f687609"
/>

## 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:

tri.star1011
2026-04-13 20:02:11 -07:00
iamlewis 41c72a0f9e UI Updates (#3616)
## Description:

Updates Favicon and other key UI elements



## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

iamlewis

---------

Co-authored-by: iamharry <harrylong0905@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-13 19:51:08 -07:00
VariableVince 318d1e2c44 Refactor/Fix(UserSettings): last localstorage calls now use UserSettings, and Keybinds fixes (#3619)
## Description:

1) Have last localstorage calls for keybinds and attack ratio also use
UserSettings cache instead, after #3481. Remaining calls to localstorage
are for different things than user settings, so they are left as is.

2) Consolidate and centralize keybinds logic. And three fixes for it.

- **UnitDisplay** and **UserSettingsModal**: _parsedUserKeybinds_ is
introduced in **UserSettings** to centralize their logic. It is also
used by _normalizedUserKeybinds_, see point below.

- **UserSettingsModal**
-- replaced unwanted cast `as SettingKeybind` by a typed QuerySelector.
-- renamed this.keybinds to this.userKeybinds for more clarity, and
distinction from defaultKeybinds.
-- state private _userKeybinds_: remove type string[] since
loadKeybindsFromStorage replaces a value array by its first string
element, so it can not contain string[] anymore.
-- _handleKeybindChange_ and _getKeyValue_: no need to check for
Array.isArray anymore, see above reason.
-- **Fix**: checks after calling _parsedUserKeybinds_ are improved a
bit: don't delete all keybinds and print a console warning when finding
just one invalid keybind and (i think i have seen people complaining
about things being removed). Instead it now migrates or throws out the
invalid ones but keeps the valid ones. Also works with the "Null" value
expected and removed within
**UserSettingsModal**._handleyKeybindChange_() and in **HelpModal**.
When legacy value is an array and key is empty, don't put value as key
but get first array element or empty string as key name. So that check
on line 68 is true.

- **HelpModal** and **InputHandler**: Also centralize/consolidate their
logic more, by having __keybinds()_ from **UserSettings** perform
fetching _getDefaultKeybinds_ and _normalizedUserKeybinds_.
-- Functionality in _normalizedUserKeybinds_ is the same: Where
HelpModal did return [k, v.value] if typeof (v as any).value ===
"string", this is now handled by lines 309-310 of normalizedKeybinds
still the same but with less lines. Same for old HelplModal if (typeof v
=== "string") return [k, v], this is stil returned by line 112 of
normalizedKeybinds. And return [k, undefined] when (typeof val !==
"string") as was done in InputHandler, isn't needed as values that
weren't strings were already filtered out right after which we still do
on line 314 of normalizedKeybinds.
-- **Fix** in _normalizedUserKeybinds_: added one extra thing that was a
discrepancy between **HelpModal**/**InputHandler** and
**UserSettingsModal** before: **UserSettingsModal** would handle array
values, and normalize them by picking only the first value if it is a
string. Now have _normalizedKeybinds_ do the same. Otherwise it would
have thrown those values out while **UserSettingsModal** would have kept
the first value. This may still help a returning player who hasn't
played in the last version (i think i have seen people complaining about
things being removed, but that may not have been about this). And makes
the logic more consistent between **UserSettingsModal** and
**HelpModal**/**InputHandler**.

- **UserSettings**: 
-- _getDefaultKeybinds_: centralized/consolidated logic, accepts
Platform.isMac parameter. In **HelpModal**, **InputHandler** and
**UserSettingsModal** the same list with default keybinds was hardcoded.
Now they all read from _getDefaultKeybinds_. The list of default
keybinds in **HelpModal** was a little shorter, but that doesn't matter
since its _render_() function has hardcoded which of the hotkeys
**HelpModal** shows. Have thought about putting default keybinds in
**DefaultConfig** but with all the logic handled through
**UserSettings**, this seemed the better place in the current refactor.
-- _removeCached_: make public, now that **InputHandler.test.ts** needs
to be able to call it. We could instead make a public function like
removeKeybinds() and keep removeCached() private, but went with this for
now.
-- _parsedUserKeybinds_: centralized/consolidated logic for
**UserSettingsModal**/**UserDisplay**. Always returns an object, even an
empty one if the JSON wasn't parsable.
-- _normalizedKeybinds_: centralized/consolidated logic. Used by
_keybinds_() which is now called by **HelpModal**/**InputHandler**.
-- _keybinds_: now uses getDefaultKeybinds() and normalizedKeybinds() to
get the default and user changed keybinds.
-- **Fix** in _keybinds_: it now removes a key if it is Unbound by the
user in **UserSettingsModal**. Instead of first loading the
parsedUserKeybinds, removing "Null" keys from it, and then merging that
with defaultKeybinds (so default key would overwrite an unbound key), we
now merge parsedUserKeybinds with defaultKeybinds and after that remove
"Null" keys from it (so that unbound key stays removed).
For example if Boat Attack Up is set to "None" ("Null") by clicking
Unbind, there is now no hotkey working for it anymore. Even when the
default is "B".
Why? This prevents the user from being confused, they have deliberately
Unbound it, they don't understand why it still works (have seen bug
reports and game feedback about this)? Also more importantly: they used
to now be able to bind "B" to another action. Effectively making key "B"
bound to two actions: the user choosen one and Boat Attack. This also
makes the logic more consistent. Because building hotkeys in
**UnitDisplay** already didn't work when unbound, eg. when Build Missile
Silo was Unbound, the "5" key did not do anything anymore (there is a
fallback in **UnitDisplay** in case the key is actually null, but it
does respect "Null" as it should).
-- _setKeybinds_: have it accept an object, it stringifies it itself.
Callers UserSettingsModal and InputHandler.test.ts now just send either
a string or an object.

- **InputHandler.test.ts**: 
-- use **UserSettings** functions instead of localStorage for more
real-world testing.
-- change test "ignores non-string values and preserves defaults,
removes 'Null' for unbound keys". As explained above, as a fix we no
longer preserve unbound ("Null") keys within InputHandler.
UserSettings.keybinds() now removes "Null" keys as explained above.

- ControlPanel: use UserSettings to fetch initial attack ratio.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2026-04-13 15:56:32 -07:00
RickD004 4354273af3 Add flags to NPCs of Arctic and Mediterranean maps (#3657)
## Description:

Adds flags to the NPCs / Nations of the Arctic and Mediterranean maps. 

Also: fixed Nunavut and Yukon flags which were not working and renamed
the "SPQR" flag to Roman Empire since thats what players are most likely
to search when picking the flag

## 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:

tri.star1011
2026-04-13 15:30:03 -07:00
Evan 616ba1c794 Add support to purchase cosmetics with in-game currency (#3648)
## Description:

Caps & Plutonium can be used to purchase different cosmetics. 

* The cosmetic button can display pluto/caps/dollars
* Create a "purchaseCosmetic" helper function that handles purchase
logic

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-04-13 10:19:43 -07:00
evanpelle 9f1d0207ce upate nightly deployment to deploy at 7:00 UTC 2026-04-13 08:40:03 -07:00