Commit Graph

4 Commits

Author SHA1 Message Date
Evan cb0d79ed6d Add black outline to alliance icon for terrain contrast (#4353)
## Problem

The green alliance icon above player names blends into similarly-colored
terrain — most notably irradiated land, which is the same green — making
it hard to spot allied players.

## Fix

Add a configurable dark outline to the alliance status icon, rendered in
the status-icon shader (the icons come from a pre-baked atlas with no
regeneration script, so this is done in-shader rather than by editing
the PNG).

- **Outline**: an alpha dilation gated to the alliance icon (slot 3).
8-direction sampling of the icon's alpha builds a black halo around its
silhouette; interior pixels and all other status icons are untouched.
- **No clipping**: the alliance icon's quad is grown outward into the
atlas cell's existing transparent padding so the halo isn't clipped at
the quad edge. The icon's on-screen size and position are unchanged; 8px
of the cell's 16px mipmap-safety padding is preserved.
- **Drain stays aligned**: the alliance-expiry drain effect's cut line
and faded-icon UVs are remapped into the expanded quad space so the
animation still lines up.
- **Tunable**: width is driven by `name.statusOutlineWidth` in
`render-settings.json` (default 6 texels; 0 disables), with a matching
"Status Outline Width" slider in the debug GUI.

## Testing

`tsc` and `eslint` pass. Verified in-game: the handshake now reads
clearly against irradiated terrain, with the outline rendering fully (no
edge clipping) and the drain animation still aligned.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 20:17:14 -07:00
evanpelle 2d747d0f8b Flash alliance icon when renewal prompt is active
When an alliance is within the renewal-prompt window, the alliance
icon above the player's name now pulses, ramping from 2 Hz to 5 Hz
as expiry approaches (same effect as the traitor flash).

The flash window is driven by allianceExtensionPromptOffset() — the
same Config value that triggers the "renew alliance" prompt in the
actionable events display — so the two always stay in sync.

The shader only knew the alliance fraction, not absolute time, so
computePlayerStatus now also emits allianceRemainingTicks, packed
into the free pd7.w slot of the player-data texture.
2026-06-11 14:41:46 -07:00
Evan 7137347b7d Fade player names under the cursor, with a graphics setting to tune it (#4221)
## Description:

Player name plates can block the view of what's underneath them
(structures, units, terrain). This PR fades the entire name plate —
name, troop count, flag, and emoji/status row — to 25% opacity while the
cursor is over it, so you can see and click what's behind it.

**How it works:**

- `HoverHighlightController` pushes the cursor's world position into the
renderer on mouse move.
- `NamePass` hit-tests the cursor against each player's name plate
bounds on the CPU (mirroring the lerp/sizing math in `name.vert.glsl`)
and passes the matched player's ID to the text, icon, and status-icon
programs, which apply the alpha multiplier in their shaders.

**Graphics setting:**

- New "Name opacity under cursor" slider in the Graphics Settings modal
(Name Labels section), range 0–1, default 0.25. Setting it to 1 disables
the fade entirely.
- Wired through the existing `GraphicsOverrides` pipeline: changes apply
live and are cleared by "Reset to defaults".
- Tuning knob exposed as `name.hoverFadeAlpha` in `render-settings.json`
and the debug GUI.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory

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

evan
2026-06-11 09:25:13 -07:00
evanpelle 4cd22a9b5c rename render/ files to UpperCamelCase to match client convention
The render/ tree was the only place in the client still using kebab-case
filenames. Brings ~80 files in line with the rest of src/client/
(BuildPreviewController, TransformHandler, etc.). Directories kept as
they were (name-pass/, fx-pass/, passes/, utils/, debug/) since the
codebase already mixes those.

Two collisions surfaced and got resolved: render/types/ is a directory,
not a file, so its imports kept the lowercase form; and the sed pass
incidentally normalized core/pathfinding imports, which had to be
reverted since that file is actually lowercase on disk despite some
imports having referenced it as ./Types under macOS case-insensitive
resolution.
2026-05-17 21:21:05 -07:00