## Description:
Bots on the same team as a human player will no longer embargo them if
they betray an alliance with an opposing team player.
Fixes#1845
## Please complete the following:
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responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
sibyljudith
## Description:
Enable the `prefer-destructuring` eslint rule.
## Please complete the following:
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responsibility for any bugs introduced
## Description:
Enable the `@typescript-eslint/prefer-readonly` eslint rule.
## Please complete the following:
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responsibility for any bugs introduced
## Description:
Enable the `no-multiple-empty-lines` eslint rule.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Description:
Smarter nation structure placement.
Fixes#881
<img width="2464" height="1235" alt="image"
src="https://github.com/user-attachments/assets/b8ec0041-6f12-4ff3-9279-f5e8529521e5"
/>
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
## Description:
Remove the structure building limit for AI players, in favor of a simple
cost heuristic.
Fixes#1561
## Please complete the following:
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responsibility for any bugs introduced
Have the diplomacy view only draw border, not interior tiles. Drawing
the interior tiles is a very expensive operation and caused main thread
cpu usage to spike to close to 100%.
Also change the color scheme so that neutral players are gray, and
embargoed players are red. I think long term embargo should be more of a
war state.
Added embargo update and cleaned it up to use Player instead of
PlayerID. There's no reason to pass ids around.
<img width="493" height="466" alt="Screenshot 2025-08-07 at 6 25 55 PM"
src="https://github.com/user-attachments/assets/75552036-42f1-4103-9537-234ff1c0464f"
/>
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
regression is found:
evan
## Description:
Enable the `sort-imports` eslint rule.
Fixes#1784
## Please complete the following:
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responsibility for any bugs introduced
## Description:
Enable the `@typescript-eslint/no-unsafe-assignment` eslint rule.
Fixes#1781
## Please complete the following:
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responsibility for any bugs introduced
## Description:
Enable eslint rule `@stylistic/ts/indent`. Fixes#1778
## Please complete the following:
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responsibility for any bugs introduced
## Description:
**--Fix oversight in v24--**
In v24, alliance renewal was introduced. But a Bot or Nation never
answers to it. So the Event Panel expiration message + clicking to Renew
and waiting, is all in vain if the other player is not a human. Like in
Single player in all cases. The message after ~30 seconds is always
"Alliance with xxx expired". This feels illogical and there's no purpose
for showing a Request to Renew button if it then always expires.
Also reported by players like here:
https://discord.com/channels/1284581928254701718/1284581928833388619/1398249123093676094
This PR fixes it by having the non-human reciever of the request, say
yes to depending on attiude towards the human and chance. This feels
more realistic.
The requestor is always the human player because they click a button in
EventsDisplay. So there is always already an extension request which the
bot can react to with another extension request to have the alliance be
extended.
**--Add tests--**
It adds tests for extending alliance between human and non-human player.
One for AllianceExtensionExecution simply testing if alliance between
human and non-human can be extended. And one in BotBehavior, testing if
it correctly handles an extension request by adding a new
AllianceExtensionExecution.
**--Fix silent bug in existing test--**
Adding the new test for human and non-human for
AllianceExtensionExecution, i ran into a bug in the existing test for
extending alliance between humans. Which made the test always pass
because expirationAt wasn't fetched correctly. Had to fix that too,
without intending that for this PR beforehand. And then had to include
the bugfix from PR #1582 (v25) in it too to have the alliance actually
extended. More details below:
(-- The existing test would always return 'all passed' because it did
not get the expiresAt() but got the createdAt +
config.AllianceDuration() for both expirationBefore and expirationAfter.
createdAt is immutable so before and after would be the same. And then
it did not test for toBeGreaterThan, which would have failed. But it
tested wrongfully for toBeGreaterThanOrEqual which was a pass even when
the expirationBefore and expirationAfter would be the same and no
extension had taken place.
-- The bugfix from PR 1582 needed to be included now too. Because only
with those changes, the existing test has its alliance truly extended
and only with that the expirationAt actually changed. Actually, checking
if extend() was called isn't needed anymore, since we now check the
expirationAt correctly which on its own tells us if extend() was
succesful. But left this addition from PR 1582 in since it can't do any
harm.)
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [ ] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
---------
Co-authored-by: evanpelle <openfrontio@gmail.com>
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
#1075
Fixing all remaining type errors caused by strict mode and enable it.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
azlod
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
The troop/worker ratio bar is almost never changed. so remove it and the
entire concept of workers. Now there is just troops.
Now players get a consistent 1k/s gold.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Restore the nation AI that scaled with difficulty, while only allowing
one of the attack routines to attack.
## Please complete the following:
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Description:
- Create a new expand ratio that allows AI players to expand with a much
lower reserve ratio than the normal attack reserve ratio.
- Unify the implementation of the first attack between bots and nations.
- Bugfix: Multiple attacks per tick could cause nations to full-send.
- Improve the chance of finding a place to boat to by allowing nations
to target non-shore land tiles.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Description:
Train stations are now built automatically when a factory is
constructed.
Changes:
- When a factory is built, nearby structures are connected to the rail
network
- When a city is built near a factory, it is connected to the rail
network
- All structures behave the same when a train stops: to be defined
- Removed station badge
- Gold income is now related to the structure's level
## Please complete the following:
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Passing in invalidate coordinates in a BuildIntent can cause
ExecutionManager to throw an exception because the coords are not
validated.
## Please complete the following:
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Train stations and factories won't be ready for v24.
Disable them by default. They can be reactivated on private lobies and
solo games, allowing us to gather feedbacks.
Changes:
- added an "experimental" attribute for units. When set, they are hidden
entirely when disabled, rather than appearing grayed out.
- disabled train stations and factories by default.
Default values:

No factories:

## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Discounts on structures and warships can only be used one time.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
Add a rail network to handle train stations/railroad between structures.
Changes:
- `RailNetwork` is responsible for the train station graph. Use it to
connect new `TrainStations`
- A `RailRoad` connects two `TrainStation`
- No loop possible in the rail network
- Train stations handles its railroads
- Added a layer to draw the railroads under the structures
#### Clusters
- To speed up computations, each `TrainStation` references its own
cluster
- A cluster is a list of `TrainStation` connected with each other,
created by the `RailNetwork` when connecting the station
- Train stations spawn trains randomly depending on its current cluster
size
- A `TrainStation` decides randomly of the train destination by picking
one from the cluster
#### Production building:
- Added a factory which has no gameplay impact currently. _To be
discussed._
#### Train stops:
- When a train reaches a factory, it's filled with a "cargo". The loaded
trains has no impact currently. _To be discussed._
- When a train reaches a city, the player earn 10k gold
- When a train reaches a port, it sends a new tradeship if possible
- If a destination/source is destroyed, the train & railroad are deleted
too
https://github.com/user-attachments/assets/42375c17-9e04-4a42-98d0-708c81ffd609https://github.com/user-attachments/assets/fbecdb53-a516-4df8-87fb-1f9a62c4efa0
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
According to the code, Nations aren't meant to build more than 1 port, 2
cities, 1 missile silo. Of course they may acquire more if they conquer
territory.
However they are seen to be building more than for example 1 missile
silo in-game. While the code checks how many of a type of unit they
have, it doesn't include units currently in construction.
This PR fixes that by using an existing function that includes units in
construction.
Note: this nerves Nations ever so slightly, so may be noticable in the
meta. Although it's a bug that's already present on v23 and before, and
it could be hotfixed into v23, there's something to say to leave it for
v24 testing including meta changes.
BEFORE:

AFTER:
https://github.com/user-attachments/assets/9b1cc5ac-89f8-48d4-a399-04535e944e79
## Please complete the following:
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tryout33
## Description:
Fix a bug causing an exception to be thrown which crashes the game.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Allow nations to spawn cities even if they do not have a port.
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Answering issue: #1017
[Cleanup] Pass Player into the execution constructor instead of PlayerID
I have tested the changes running and playing a full game. I do not know
other way to test the changes, please inform me ❤️
## Please complete the following:
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Lele
---------
Co-authored-by: lva <lva@rovsing.dk>
## Description:
AI nukes avoid SAM launchers
## Please complete the following:
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Changed from consolex to console
## Please complete the following:
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caught through manual testing blocks releases and new features for all
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## Please put your Discord username so you can be contacted if a bug or
regression is found:
@qqkedsi
## Description:
- Switch gold to bigint.
- Remove unused or untrusted values from event payloads.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description:
Simplify bots retaliation logic. Do not counter-attack before reaching
the trigger ratio.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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and I've added it to the en.json file
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>
## Description:
Adds two fields to an Embargo :
- `createdAt` : the tick at which it was created
- `willExpire` : whether the embargo will expire on its own
An embargo will remove itself only if the player didn't intentionally
set it. It expires either when an alliance is made, or if enough time
has passed (according to the `embargoDuration` config entry).
I put 5 minutes for `embargoDuration` by default, which seems reasonable
to me.
closes#702
## Please complete the following:
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
leo21_
## Description:
Fix a bug with nuke tile scoring.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
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## Description:
This should fix the exploit that allows players to send custom text as
an "emoji". It does this by introducing a emoji ID (index into the emoji
table) instead of sending the raw emoji as a string.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK
## Description:
Implement Duos team mode.
Also assign teams to nations at the start instead of assigning them
randomly on spawn. This gives more consistent team sizes
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
Co-authored-by: evan <openfrontio@gmail.com>
## Description:
Refactor AI troop management and strategic behavior based around two key
values: a trigger ratio and a reserve ratio.
- Reserve ratio: This determines the portion of the population the AI
will keep in reserve and will not send on attacks.
- Trigger ratio: This is the threshold at which the bot will initiate an
attack.
Additionally, when an incoming attack is detected, bots will now
prioritize retaliating by switching targets to the largest incoming
attacker.
Fixes#470
## Please complete the following:
- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Taken from PR #506
Improve transport source tile by considering border extremums
Only calculate better spawn tile for humans, and have the sender
calculate it and send the src tile in the intent for better performance.
## Please complete the following:
- [x] I have added screenshots for all UI updates
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responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
evan
Co-authored-by: evan <openfrontio@gmail.com>
This is the first move in the effort to combine the redundant logic that
exists between BotExecution and FakeHumonExecution.
This commit:
1. Combines the alliance request handler, moving bots to use the same
logic as nations for acceptance.
2. Combines the sendAttack() functions, which may later be reworked.
3. Introduces selectEnemy() function to wrap enemy selection logic that
nations use.
4. Blocks nations from nuking bots.
5. Alters enemy selection to prefer neighboring bots if there are any.
## Description:
Fixes#467
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
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caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
Nations will prefer to target their nukes at structures. This updates
the existing logic, which attempts ten times to randomly select a
coordinate 15 tiles inside the border, to instead generate a list of ten
random tiles in addition to a list of all of the tiles of relevant
structures. The two lists are concatenated to create a set of tile
candidates. These candidates are scored, and the tile with the highest
score, if one is found, is nuked.
The scoring function considers three factors:
1. Damage potential: values of structures with 25 tiles of the target
tile.
2. Distance from silo to target (hang time).
3. Recently nuked locations.

Fixes#471
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fake.neo
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
## Description:
In the existing code, lastEmojiSent can only ever be set if it is
already set, causing it to never be used. This change updates the logic
to work as intended.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
fake.neo
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Bug report:
https://discord.com/channels/1284581928254701718/1355194642592694412
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [X] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
PilkeySEK