- Introduced UI elements for enabling contested drawing and selecting contest patterns (blueNoise, checkerboard, bayer4x4) in TerritoryLayer.
- Updated TerritoryWebGLRenderer to handle contest pattern modes and integrate them into the rendering logic.
- Enhanced shader logic to support new contest pattern modes for improved visual representation of contested territories.
- Added functionality to synchronize contest state and pattern mode between the UI and renderer.
- Introduced a UI for adjusting triple buffering and interpolation delay modes.
- Implemented exponential moving average (EMA) for interpolation delay to enhance animation stability.
- Added functionality to save and restore the position of the smoothing debug UI.
- Enhanced logging to include new debug options for better tracking of territory rendering performance.
- Adjusted the denominator calculation for interpolation to use the actual tick interval, allowing animations to scale correctly with tick speed.
- Removed the previous 250ms cap that caused early animation completion at slower tick speeds, improving visual fidelity during territory transitions.
- Updated shader logic to interpolate between old and new territory snapshots without blending.
- Enhanced displacement calculations for smoother transitions, ensuring accurate visual representation of territory changes.
- Improved border rendering logic to maintain visual clarity and reflect ownership accurately.
- Simplified comments for better understanding of the rendering process and territory state management.
- Updated seedAt function to clarify coordinate handling and improve readability.
- Enhanced distance calculations for smooth territory transitions, ensuring accurate visual representation.
- Improved border rendering logic to maintain a pixelated look while accurately reflecting territory ownership.
- Added debug visualization options to assist in tracking territory transitions during development.
- Updated debug visualization options to enhance issue tracking during development.
- Simplified comments for better understanding of seed handling and animation behavior.
- Adjusted blending logic to maintain a pixelated look while ensuring smooth transitions between old and new territories.
- Improved border rendering logic to reflect stable territory edges without alpha blending.
- Introduced hoverStartTime to track the duration of player hover highlights.
- Implemented logic to disable hover highlights after a specified duration of 5000 ms.
- Updated setHoveredPlayerId method to reset hoverStartTime when a new player is hovered.
- Adjusted shader logic to only draw borders in alternative view
- Updated comments for better understanding of rendering behavior in alternative view mode.
- Simplified color blending
- Updated seed validation checks to simplify smooth animation handling.
- Adjusted comments for clarity regarding seed conditions and animation behavior.
- Enhanced performance by skipping unnecessary computations when seed data is invalid.
- Updated seed distance calculations to check for valid seeds before applying smooth logic, enhancing performance.
- Simplified color mixing and edge handling based on the presence of old and new seeds, improving visual fidelity during transitions.
- Streamlined shader logic to reduce unnecessary computations when no changes are detected.
- Deleted TerrainLayer class to streamline rendering architecture.
- Updated GameRenderer to remove TerrainLayer instantiation.
- Enhanced TerritoryWebGLRenderer to manage terrain textures and rendering directly.
- Added terrain texture handling and shader updates for improved visual fidelity.
- Introduced terrainView method in GameImpl and GameMap for terrain data access.
- Introduced ENABLE_CONTEST_TRACKING constant to toggle contest tracking functionality.
- Updated TerritoryLayer to conditionally handle contest updates and rendering based on contestEnabled state.
- Refactored TerritoryWebGLRenderer to manage contest-related uploads and rendering based on contestEnabled flag.
- Improved shader logic to incorporate contestEnabled uniform for better control over contest rendering.
- Remove unused GLSL noise functions (hash12, valueNoise, fbm) from TerritoryWebGLRenderer
- Remove contested fill smoke rendering code that used these noise functions
- Add contestTileCount field to TerritoryLayer to track total contested tiles
- Update debug output to include contest tile count for monitoring
- Updated contest strength calculations to utilize troop counts directly, enhancing accuracy in contest dynamics.
- Streamlined rendering logic by eliminating unnecessary checks and textures related to contest speeds, improving performance and clarity.
- Refactored related methods to focus on contest strength, ensuring a more cohesive approach to contest state management.
- Added support for change mask textures and framebuffers to track territory ownership changes.
- Introduced a new shader program for change mask processing, enhancing visual fidelity during transitions.
- Updated rendering logic to incorporate change mask updates, improving performance and accuracy in contested areas.
- Refactored related uniform and framebuffer management for better organization and clarity.
Refactor contest management in TerritoryLayer and TerritoryWebGLRenderer
- Updated contest duration handling to use ticks instead of milliseconds for improved precision.
- Introduced new tick-based state management for contest updates and rendering.
- Enhanced interpolation logic for smoother transitions between contest states.
- Removed obsolete smooth state handling and related properties to streamline code.
- Added support for older contest states in the WebGL renderer for better visual fidelity.
feat: Add view transforms and contest speed/strength visualization
- Add contest speed tracking with exponential moving average for dynamic contest visualization
- Add contest strength calculation based on attacker/defender troop ratios
- Implement view transform support (scale/offset) for zoom and pan functionality
- Add animated contest effects with noise-based cloud rendering
- Improve smooth territory transitions with better edge handling
- Add debug overlay for development with contest and rendering stats
- Refactor WebGL renderer to support world-space rendering instead of pixel-perfect
- Removed unused variables and logic related to contest state, including attacker relations and border management.
- Streamlined rendering logic by eliminating unnecessary checks for contested states, improving code clarity and performance.
- Added playerHighlightColor method to Theme interface and implemented it in PastelTheme and PastelThemeDark classes.
- Updated TerritoryLayer to redraw when the theme changes, ensuring consistent visual updates.
- Modified hoverHighlightOptions to use the new player highlight color for improved territory visualization.
- Removed redundant smooth state handling in TerritoryLayer, replacing it with a snapshot mechanism for smoother transitions.
- Updated rendering logic in TerritoryWebGLRenderer to utilize framebuffers for state management, enhancing performance and visual fidelity.
- Adjusted shader logic to accommodate new smoothing conditions and removed obsolete properties related to smooth state tracking.
Details:
Added per‑tile smoothing state in TerritoryLayer.ts (prev owner + change mask + 100 ms timing) and feed progress into the renderer each frame.
Added JFA seed + ping‑pong passes, prevOwner/changeMask textures, and smooth uniforms in TerritoryWebGLRenderer.ts, plus shader blending based on JFA distance.
- Introduced contest management in TerritoryLayer, replacing previous transition handling with a new system for managing contests between tile owners.
- Added methods to handle contest state, including starting, updating, and expiring contests.
- Updated TerritoryWebGLRenderer to support rendering contest data, including new textures and uniforms for contest owners, IDs, and times.
- Enhanced rendering logic to visually represent contest states, including color changes and border effects during contests.
- Added shared hover helper in HoverInfo.ts (same rules as PlayerInfoOverlay, including nearby ships on water).
- PlayerInfoOverlay.ts now uses getHoverInfo(...) instead of its local hover logic.
- TerritoryLayer.ts now uses getHoverInfo(...) and highlights the unit owner when hovering ships/boats.
- Updated transition handling in TerritoryLayer, replacing epoch and progress tracking with a more efficient system using arrays for start times and active masks.
- Introduced new methods to manage transition states and ensure proper initialization of transition data.
- Modified TerritoryWebGLRenderer to align with the new transition management, removing obsolete properties and updating uniform handling for transitions.
- Improved rendering logic to support smoother visual updates during tile transitions.
Refactor TerritoryLayer and Renderer for improved transition handling
- Removed unused imports and types, streamlining the TerritoryLayer code.
- Replaced the `TerritoryRendererStrategy` interface with direct usage of `TerritoryWebGLRenderer`.
- Enhanced transition management by introducing epoch and progress tracking for tile transitions.
- Updated rendering logic to utilize the new transition properties, ensuring smoother visual updates.
- Removed the CanvasTerritoryRenderer and related logic, consolidating rendering responsibilities within the WebGL renderer.
- Introduced a new `TileTransition` type to manage tile transitions.
- Added methods to handle the beginning and updating of tile transitions.
- Enhanced `TerritoryRenderer` interfaces to support transition progress.
- Updated `TerritoryWebGLRenderer` to manage transition textures and rendering.
- Modified `GameView` to track owner changes for tiles, enabling transition effects during gameplay.
- Added `lastPaletteSignature` to track palette changes.
- Implemented `computePaletteSignature()` to generate a unique signature based on player views and settings.
- Introduced `refreshPaletteIfNeeded()` to refresh the palette when the signature changes, ensuring visual consistency in the TerritoryLayer.
## Description:
Show bonus amount on currency packs
- Add `bonusAmount` field to `PackSchema` (non-negative int)
- Render a rotated green corner ribbon (`+X FREE!`) on pack tiles when
`bonusAmount > 0`
- Add `cosmetics.free` translation key with `numFree` param
<img width="720" height="359" alt="Screenshot 2026-05-12 at 7 40 12 AM"
src="https://github.com/user-attachments/assets/3dd70fc4-c922-47f4-aee6-055047b58563"
/>
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:
evan
## Description:
improvements to clan ui.
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.
<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>
which changes to collapse all when expanded
also adds more info about team (d,t,q,2,3,4,5,6,7 team)
## 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
## Description:
Loading spinner:
https://github.com/user-attachments/assets/9033b707-7499-4a52-b0c6-d96d8f331ee3
## 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
## Description:
fixed issue when leaving and trying to rejoin a clan without a reload
## 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
Add a thinner hover ring for the ranked/create/join action buttons via a new --shadow-action-card-hover variable, apply the same ring to the flag and skin selectors, and split the solo button's hover scale to expand mostly vertically so it doesn't clip horizontally.
## Description:
Refactors tab handling out of the individual modal components and into
the base o-modal component. Tabs are now declared by passing tabs,
activeTab, and onTabChange props, and a new named header slot pins
consumer-supplied content above the tabs. This standardizes the modal
tab look.
<img width="1089" height="290" alt="Screenshot 2026-05-06 at 12 17
33 PM"
src="https://github.com/user-attachments/assets/08d5a039-0aef-4aa7-b972-1e43b8723685"
/>
## 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
## Description:
Currently it is impossible to search for 2 letter clan tags (UN, FR,
EU), this is because of an off by one error present in the API
## 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
## Description:
Raised MAX_INTENT_SIZE from 500 to 2000 bytes — the move_warship intent
could exceed the old limit and get rejected.
Removed the separate MAX_CONFIG_INTENT_SIZE (also 2000) and the
intentType branching, since both paths now share the same cap.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [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
## Description:
- Inline the game worker into the main bundle (`?worker&inline`) instead
of loading it from the CDN via a same-origin Blob trampoline.
- Some users were failing to load the worker — most likely a
cross-origin / CDN edge case the trampoline didn't paper over. Inlining
serves the worker as a same-origin Blob from the main bundle, bypassing
the cross-origin `new Worker(url)` restriction entirely.
- Removes `createGameWorker()`, the trampoline script, the
`trampoline_error` message type, and the `onTrampolineError` listener in
`initialize()`. The 60s init timeout backstop stays.
- `cdnBase` is still forwarded in the `init` message — that's for
in-worker asset fetches (maps, etc.), unrelated to loading the worker
module itself.
Tradeoff: the worker bundles all of `src/core`, so the main JS download
grows by that amount on every page load (including lobby/settings pages
that never start a game). Accepted because load reliability > bundle
size here.
## 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
## Description:
Simplifies the attacking-troops overlay: removes the soldier icon and
strength bar, dropping each label down to just the troop number in cyan
(outgoing) or red (incoming) with a soft dark text-shadow halo and no
background fill so territory borders show through cleanly. Also splits
the label into outer (transitioned position) and inner (instant scale)
divs so zoom changes no longer get smeared by the 0.25s cluster-move
transition, retunes the zoom→size curve, and skips incoming labels from
bot tribes to cut clutter.
<img width="374" height="307" alt="Screenshot 2026-05-04 at 5 53 17 PM"
src="https://github.com/user-attachments/assets/a7044221-06cc-4027-b19a-6ff4ca8f542a"
/>
## 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