Commit Graph

3915 Commits

Author SHA1 Message Date
evanpelle d8c127a462 Add deterministic PR gate and label-triggered auto-close
- pr-gate.yml: closes PRs that don't fit the contribution workflow.
  First match wins: bypass-pr-check label, org/repo member, linked
  `approved` issue with author assigned, or ≤50-line diff. Defaults to
  dry-run via the PR_GATE_DRY_RUN repo variable.
- pr-close-on-label.yml: closes a PR with a polite comment when a
  maintainer applies a triage label (initially `appears-ai-generated`,
  extensible via the COMMENTS lookup).
- scripts/pr-gate/: TypeScript implementation with scoped install
  (Octokit + tsx) so the workflow doesn't pull the full game dep tree.
  35 unit tests cover parseLinkedIssues, each rule, and priority
  ordering.
- PULL_REQUEST_TEMPLATE.md: points contributors at Discord (features)
  and issues (bugs) and surfaces the `approved` requirement.
2026-06-01 22:17:21 -07:00
evanpelle ac63315449 Move contributing docs to CONTRIBUTING.md and require approved issues
Consolidate the contribution workflow, governance, and translation
sections from README.md into CONTRIBUTING.md, leaving the README with a
single pointer.

Document the new process: contributors must work from issues labelled
`approved` (or open one and wait for the label), comment to be assigned,
and link the issue from their PR. PRs without an approved issue will be
auto-closed (except small bug fixes), and PRs that appear AI-generated
without genuine author understanding will be closed.
2026-06-01 21:44:16 -07:00
TKTK123456 6ca06a6f6f Sam/factory radius ghost upgrade fix (#4104)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #4059

## Description:

Makes ghost radius centred on building being upgrading (if upgrading
building)
<img width="1920" height="1080" alt="Screenshot from 2026-06-01
15-45-37"
src="https://github.com/user-attachments/assets/9cf19e59-0e20-4b43-b65f-35eebb37fa8e"
/>
<img width="1920" height="1080" alt="Screenshot from 2026-06-01
15-45-24"
src="https://github.com/user-attachments/assets/1953238f-5156-4bf7-aa18-8278c27d1a68"
/>


## Please complete the following:

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

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

tktk123456
2026-06-01 17:39:52 -07:00
TKTK123456 c722b026db Sync factory effective distance and railroad max length and add railroad ghost for factories (#4079)
> **Before opening a PR:** discuss new features on
[Discord](https://discord.gg/K9zernJB5z) first, and file bugs or small
improvements as
[issues](https://github.com/openfrontio/OpenFrontIO/issues/new/choose).
You must be assigned to an `approved` issue — unsolicited PRs will be
auto-closed.

**Add approved & assigned issue number here:**

Resolves #2668 

## Description:
Makes radius that factories effect equal to the max distance that a
railroad can be and enable factory ghosts
<img width="1920" height="1080" alt="Screenshot from 2026-06-01
20-13-58"
src="https://github.com/user-attachments/assets/1e2f4de8-79fc-4034-b6ad-3c71255c0410"
/>


## Please complete the following:

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

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

tktk1234567
2026-06-01 17:39:26 -07:00
RickD004 95377f0361 Adds map of Southeast Asia (#4105)
Resolves #4098

## Description:

Adds Southeast Asia map for v32. Very requested map. 31 default nations
(with an extra 31 named for HvN).

Map for intense warship and naval warfare with many, many islands. Also
adds flags of the region to be used by nations in the map. More info
specified in issue


https://github.com/user-attachments/assets/b4151db4-825a-4c1c-8bf8-7b760ae056d2

## 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
2026-06-01 17:29:56 -07:00
evanpelle 5802c19859 Remove "thoroughly tested" checkbox from PR description requirements 2026-06-01 13:53:04 -07:00
evanpelle 82bfae981f Allow shallow ocean tiles in name box grid for larger island player names 2026-06-01 11:22:34 -07:00
a-happy-goose 8dfa2b4cd9 [small-fix 25 lines] Add boat ETA calculation and display in AttacksDisplay (#4097)
Resolves #1793 

## Note:
@camclark also has a PR (#4073) for this issue and his design is really
nice. I hope his PR gets merged. I opened this PR because I already had
a simple solution which I made a few days ago (just 25 lines). If for
some reason his PR doesn't get merged I propose this as an alternative.
Thanks.

## Description:
Add real-time countdown ETA for boats. 
<img width="516" height="70" alt="2026-06-01_00-06"
src="https://github.com/user-attachments/assets/82d7ee7c-b0a3-44c8-9999-799e483c2f69"
/>

## Please complete the following:

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

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

goose126
2026-05-31 20:34:16 -07:00
Berk f3ba95574c fix(core): prevent bots from invading/attacking themselves (#3865) (#4014)
Resolves #4094

## Description:

In Free-For-All (FFA) mode where teams default to 0, player isOnSameTeam
checks returned false for oneself, allowing players to attack
themselves. Consequently, if a bot conquered the targeted tile between
queueing a transport ship action and its actual initialization, the
target became itself, causing the bot to execute a self-invasion.

This fix adds a reflexive check in PlayerImpl.ts's isFriendly method to
always treat oneself as friendly. It also adds a safety guard in
TransportShipExecution.ts's init method to abort ship execution if the
target has shifted to the attacker.

## 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:

barfires
2026-05-31 20:05:51 -07:00
Aotumuri b38f8ed1f8 mls (v5.4) (#4086)
## Description:

Version identifier within MLS: v5.4

[Changed languages]
- bg
- eo
- fa
- fr
- hu
- ja
- ru
- uk
- zh-CN

[Change volume]
- Changed languages: 9
- Changed files: 9
- Changed lines: 17653
- metadata.json: unchanged

Final reviewer: meow

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
2026-05-31 19:55:50 -07:00
Josh Harris 07b8f05cf2 Forward-port v31 → main (#4087)
**Add approved & assigned issue number here:**

Resolves #(issue number)

> Forward-port of changes already merged on the **v31** live-release
branch into **main** (next / v32). Source PRs: #3917, #3907, #4012, plus
the "clan tab on crazy games" change. Strait of Malacca (#3914) was
already on main and is excluded. No new feature work — please confirm
the tracking issue number above.

## Description:

Carries over v31 changes that never made it into main:

- **ToS / legal-docs update (#3917)** — updates
`resources/privacy-policy.html` and `resources/terms-of-service.html`,
plus the "OpenFront LLC → OpenFront Inc." entity rename and 2026
copyright bumps across `LICENSE-ASSETS`, `LICENSING.md`, and
`proprietary/LICENSE`.
- **Don't show clan tab on crazy games** — hides the clan tab on the
CrazyGames platform.
- **Show bonus amount on currency packs (#3907)** — displays the bonus
amount on currency packs; `en.json` conflict resolved by keeping both
sibling keys.
- **Per-recipient cooldown for QuickChatExecution (#4012)** — adapted to
main's refactored config (main folded `DefaultConfig.ts` into a single
`class Config`), adding `quickChatCooldown()` directly to the class.

Verification: `tsc --noEmit` clean, ESLint clean on changed files, full
suite passes (1319 + 65 tests).

## 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:

jish

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-05-31 15:39:37 +01:00
Josh Harris 413efed895 Add per-recipient cooldown to QuickChatExecution (#4012)
`QuickChatExecution` had no cooldown, allowing a player to spam
quick-chat intents and flood a recipient's chat UI. This could bury
incoming alliance request notifications, preventing them from being seen
or accepted.

This fix mirrors the existing emoji cooldown pattern:

- Added `quickChatCooldown()` to `Config` (default: 30 ticks / 3 seconds)
- Added `canSendQuickChat(recipient)` and `recordQuickChat(recipient)`
to `Player` / `PlayerImpl`, tracking outgoing chats per recipient
- `QuickChatExecution.tick()` now checks `canSendQuickChat` before
displaying and records before the display calls (so the cooldown is
always written even if display throws)
2026-05-31 15:20:46 +01:00
Evan 712b2bc473 Show bonus amount on currency packs (#3907)
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.

- [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

regression is found:

evan
2026-05-31 15:09:36 +01:00
evanpelle 450f2944c9 don't show clan tab on crazy games 2026-05-31 15:09:08 +01:00
iamlewis 14ac5ab3c6 Tos update (#3917)
## Description:

Bump "Last Updated" dates to 5/13/2026 and replace OpenFront LLC
references with OpenFront Inc. across Terms of Service and Privacy
Policy. Update corporate designation to a Delaware corporation, change
registered agent/address to Paracorp Incorporated (2140 South Dupont
Hwy, Camden, DE), and switch governing law from California to Delaware.
Minor wording clarifications in the introduction and contact/legal
sections.

## 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
2026-05-31 15:09:08 +01:00
evanpelle 885e31460c issue-lifecycle: greet new unmilestoned issues with a comment
When an issue is opened without a milestone, post a friendly comment
alongside the not-approved label so the reporter knows it's queued for
triage. Scoped to the opened event only to avoid spamming old issues on
cron reconciliation.
2026-05-30 09:19:47 -07:00
Evan f366f762cc Issue Lifecycle Actions (#4071)
## Description:

# Issue Lifecycle Actions

Adds two GitHub Actions workflows that enforce OpenFront's
issue-lifecycle invariants. No LLM calls — only the default
`GITHUB_TOKEN`. Layer B (Claude-powered triage) will build on this
foundation.

## Summary

- **Stale closer** — daily cron. Unmilestoned issues get warned at 5
days of inactivity, auto-closed at 10. Exempt: milestoned or
`keep-open`. Bot comments don't reset the timer.
- **Assignment invariant** — event + cron backstop. You cannot assign
anyone to an unmilestoned issue. Violators are unassigned automatically
with an explanatory comment.
- **Approval label sync** — event + cron backstop. The `not-approved`
(red) and `approved` (green) labels are derived from milestone state.
These labels are *only* ever touched by this Action.

## Rollout

Both workflows ship gated by `vars.ISSUE_LIFECYCLE_DRY_RUN` (defaults to
`'true'`). They log decisions but do not mutate anything until the
maintainer flips that variable in **Settings → Variables**.

Suggested rollout:
1. Merge with dry-run on.
2. Watch the cron logs for ~1 week. Verify the action list matches
expectations.
3. Flip `ISSUE_LIFECYCLE_DRY_RUN=false` to go live.

## File layout

```
.github/workflows/
  issue-lifecycle-cron.yml      # daily 06:00 UTC + workflow_dispatch
  issue-lifecycle-events.yml    # issues: [opened, assigned, milestoned, demilestoned]
scripts/issue-lifecycle/
  config.ts                     # labels, colors, thresholds, comment templates
  github.ts                     # Octokit wrapper, Action applier, label idempotent-creation
  rules/
    approval-label-sync.ts      # pure function — idempotent
    assignment-invariant.ts     # pure function
    stale-closer.ts             # async — reads comment history, filters bots
  cron.ts                       # daily sweep orchestrator
  events.ts                     # event-mode dispatcher
  index.ts                      # entrypoint, CLI arg parser
  README.md
```

Structure mirrors `scripts/pr-gate/` from Unit 2 — same Octokit/Action
patterns, same dry-run convention.

## Self-installing labels

On every run, the Action ensures the six labels exist (`not-approved`,
`approved`, `stale`, `keep-open`, `needs-info`, `auto-closed-stale`)
with the correct colors and descriptions. No manual setup required.

## Local testing

```bash
cd scripts/issue-lifecycle
npm install
export GITHUB_TOKEN=ghp_...

# Full cron sweep, dry-run (default for CLI):
npx tsx index.ts --mode cron

# Simulate an event:
EVENT_NAME=assigned npx tsx index.ts --mode event --issue 1234
```

CLI invocations are dry-run unless `--no-dry-run` is passed explicitly.

## Please complete the following:

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

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

evan
2026-05-29 20:01:57 -07:00
RickD004 c049a81b86 Adds map of the Caribbean 🏴‍☠️ (#4067)
## Description:

Fixes #4069

Adds map of the Caribbean sea and its islands. Archipelago map with lots
of islands, lots of water and a lot of trade.

This map has multiple large landmasses of similar size to prevent
steamrolls (the largest islands and landmasses are around 30%), and
many, many small islands where players can survive and trade. Players
will have to island hop in order to win. 34 nations of Caribbean
countries and territories, with an extra 28 AdditionalNations for a
total of 62 nations for crowded HvN.

Heavy Island maps are very popular in the broader community and we dont
have one for v32, so i figured it would be nice to have a very requested
and popular world location

570k land tiles, fairly small for a map, would be right placed before
World (600k tiles). Also adds some flags of caribbean regions.


https://github.com/user-attachments/assets/9eae81ec-58eb-4594-89fd-2f95742f8b3a

Terrain source from OpenTopography, already credited. No modification to
the tests are needed for new maps added in Game.ts

## 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
2026-05-29 19:23:21 -07:00
Evan b56e9438d1 github PR gate (#4070)
## Description:

## Summary

Adds a GitHub Action that auto-closes PRs which don't follow the
contribution workflow, so maintainer review time goes to legitimate
contributions instead of off-roadmap or AI-generated submissions.

Triggered on `pull_request_target: [opened, reopened]` and **defaults to
dry-run** so it's safe to merge before flipping live.

## Gate logic (first match wins)

1. **Maintainer bypass** — PR carries `bypass-pr-check` label → pass.
2. **Org/repo member** — `author_association` is `OWNER` / `MEMBER` /
`COLLABORATOR` → pass.
3. **Approved work** — PR body links an issue (`Closes/Fixes/Resolves
#N`) that carries the `approved` label and the PR author is in the
issue's assignees → pass.
4. **Small fix** — `additions + deletions ≤ 50` → pass + apply
`small-fix` label.
5. **Otherwise** — apply `auto-closed-needs-issue` label, post rejection
comment, close.

## 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
2026-05-29 18:28:52 -07:00
TKTK123456 9d4080fbe8 Adds onion map (#4057)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #4055 

## Description:

Adds a 512*512 onion map with 3 nations (Leafer Confederation, Outer
Enclave and Inner Tribe)

<img width="128" height="128" alt="thumbnail"
src="https://github.com/user-attachments/assets/8d97d8dc-6286-4e79-a459-767c936d49ec"
/>


## 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:

tktk1234567
2026-05-29 15:58:02 -07:00
evanpelle 326b882cf2 fix: pass NUM_WORKERS and TURNSTILE_SITE_KEY to release deploy steps
Both vars are written to the container env file by deploy.sh but were
missing from the env: blocks of all four deploy jobs in release.yml,
causing the server to crash on boot with "NUM_WORKERS not set".
2026-05-29 13:16:48 -07:00
Evan 6ed1483127 Share water pathfinder chain across ships (~150 MB savings) (#4068)
## Description

Each `TradeShipExecution` / `WarshipExecution` /
`TransportShipExecution` constructed its own `WaterPathFinder`, which
built a full transformer chain wrapping the (already-shared)
`AStarWaterHierarchical`. The chain's `SmoothingWaterTransformer`
allocates its own `AStarWaterBounded` with a 100×100 scratch (~480 KB:
four typed arrays + a MinHeap). With ~300 concurrent ships, that's ~150
MB of duplicated scratch buffers serving identical purposes.

Heap snapshot before:
- `WaterPathFinder` ×309 → 151 MB retained
- `AStarWaterBounded` ×312 (= 3 from the shared HPA + 309 from per-ship
smoothers) → 152 MB retained
- Worker total: 230 MB

## Fix

Cache the transformer chain in a module-level `WeakMap<Game, {version,
chain}>` in `PathFinder.ts`, keyed by `Game` and invalidated when
`waterGraphVersion()` changes. `PathFinding.Water` /
`PathFinding.WaterSimple` and the per-ship `WaterPathFinder` all wrap a
fresh (cheap) `PathFinderStepper` around the shared chain. Each ship
keeps its own stepper for its private path cache.

## Why sharing is safe

- The worker is single-threaded; `findPath` runs synchronously, so no
two callers touch the chain's scratch buffers at the same time.
- `AStarWaterBounded.searchBounded` already uses a `stamp++` pattern to
invalidate stale data — it doesn't care whether the previous caller was
the same instance or a different one.
- All transformers in the chain are either stateless or use the same
stamp-protected pattern.

## Stagger preserved

The per-ship stagger after a water-graph rebuild (so 300 ships don't
re-A* in the same tick) is intact. The chain itself rebuilds once per
version bump; each `WaterPathFinder` still counts down its own
`_staggerCountdown` before replacing its stepper (which invalidates its
cached path and forces re-A* against the new chain).

## Heap snapshot after

- `WaterPathFinder` no longer in top retainers
- `AStarWaterBounded` folded into the single 9 MB
`AStarWaterHierarchical`
- Worker total: 80 MB (≈150 MB freed)

## Please complete the following:

- [x] I have added screenshots for all UI updates (N/A — internal
refactor)
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file (N/A — no user-facing text)
- [x] I have added relevant tests to the test directory (existing tests
cover the behavior — all 1279 still pass)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Discord

evan
2026-05-29 12:49:25 -07:00
evanpelle 475a7ab8af bugfix: port construction bar completes early; renderer now reads durations from Config
The renderer kept a parallel CONSTRUCTION_DURATIONS table in
src/client/render/GameConstants.ts that had drifted from Config: port
showed as 20 ticks but the simulation builds it in 50, so the bar hit
100% and idled for 30 ticks. SAM/silo cooldown constants were also
stale (120/75 vs Config's 90/90), making the missile-readiness bar
slightly wrong too.

Delete GameConstants.ts entirely. Thread the Config instance through
WebGLGameView → GPURenderer → BarPass / FxPass / FxSpritePass /
WorldTextPass; passes call config.unitInfo(...).constructionDuration,
config.SAMCooldown(), config.deletionMarkDuration(), config.msPerTick()
directly. Add Config.msPerTick() since no method existed for it.

Move the visual-only NUKE_EXPLOSION_RADII (not a game-logic value)
into FxSpritePass where it's used.
2026-05-29 12:15:49 -07:00
evanpelle 7c75df8426 bugfix: mirv skull eyes not showing 2026-05-29 10:50:00 -07:00
RickD004 b043dc6c15 Team Maps Expansion: New team spawnzones for multiple maps (#4058)
## Description:

Lets give Teams and HvN gamemodes some attention. Adds team spawnzones
to the following maps, and boosts them to appear more frequently as this
gamemode:

- Straitofgibraltar - 2 teams
- Aegean - 2 teams
- Beringsea - 2 teams
- Beringstrait - 2 teams
- Bosphorusstraits - 2 teams
- Conakry - 2 teams
- Falklandislands - 2 teams
- Straitofhormuz - 2 teams
- Tradersdream - 2 teams
- Surrounded - 2 teams & 4 teams
- Pluto - 2 teams
- Gulf of St. Lawrence - 3 teams

These maps (especially the ones for 2 teams) are all very symmetrical
and would be nice gift for the playerbase, which enjoys these kind of
games like FourIslands4Teams and Baikal2Teams. This is also nice for
HvN, as it centralizes the players and gives them a better chance at
defeating the nations.

Screenshots of the maps with the new team spawnzones:


<img width="1320" height="486" alt="Captura de pantalla 2026-05-28
001558"
src="https://github.com/user-attachments/assets/e0b4bea6-d1b7-4793-a995-ec2a139a5af6"
/>
<img width="1177" height="528" alt="Captura de pantalla 2026-05-28
001913"
src="https://github.com/user-attachments/assets/28ec5bf8-3a02-4660-ba62-3edbcabeaf51"
/>
<img width="1147" height="531" alt="Captura de pantalla 2026-05-28
002032"
src="https://github.com/user-attachments/assets/b148f1ae-473a-4505-b0f4-ca8820fbbb55"
/>
<img width="1219" height="536" alt="Captura de pantalla 2026-05-28
002348"
src="https://github.com/user-attachments/assets/89af4d27-eadf-447c-9bde-d0dcfe1ff757"
/>
<img width="923" height="524" alt="Captura de pantalla 2026-05-28
002704"
src="https://github.com/user-attachments/assets/50ad1b11-1685-41fb-b14d-088a2f0db88b"
/>
<img width="1307" height="456" alt="Captura de pantalla 2026-05-28
002859"
src="https://github.com/user-attachments/assets/4ef18da9-336a-4698-8af0-2769467148b4"
/>
<img width="1219" height="548" alt="Captura de pantalla 2026-05-28
003134"
src="https://github.com/user-attachments/assets/d0a514bf-e6e6-43f6-89b7-2168bc395010"
/>
<img width="1200" height="538" alt="Captura de pantalla 2026-05-28
003449"
src="https://github.com/user-attachments/assets/c1672296-db4d-4baf-9992-4bb380fab4e9"
/>
<img width="1032" height="501" alt="Captura de pantalla 2026-05-28
003650"
src="https://github.com/user-attachments/assets/8dd5ee07-3ac3-4f03-a56e-31c01d612655"
/>
<img width="1074" height="525" alt="Captura de pantalla 2026-05-28
003951"
src="https://github.com/user-attachments/assets/e140706b-3f1c-4e09-b70c-efc3e6536c60"
/>
<img width="914" height="513" alt="Captura de pantalla 2026-05-28
004632"
src="https://github.com/user-attachments/assets/e0dd6820-62f4-48b6-8356-df20c0e6ed8f"
/>
<img width="988" height="509" alt="Captura de pantalla 2026-05-28
005518"
src="https://github.com/user-attachments/assets/0da95c41-1191-4de4-a3ce-873839c00605"
/>
<img width="986" height="514" alt="Captura de pantalla 2026-05-28
000505"
src="https://github.com/user-attachments/assets/4eb20c73-56ba-4f9f-90af-8a047aa399eb"
/>


## 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
2026-05-28 15:34:26 -07:00
crunchybbb 1c6c07c837 Fix disconnected Yalu River, KP/CN border (#4056)
## Description:

Fixes a portion of the river on the Nk/cn border of the korea map that
was disconnected from the ocean. Very minor fix

## 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:

DISCORD_USERNAME crunchybbbbb
<img width="1092" height="2149" alt="image6767"
src="https://github.com/user-attachments/assets/d53dfc55-cc7c-4fb6-8a12-cdf64bb1af87"
/>

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-05-28 15:31:31 -07:00
crunchybbb 2cb5244ad4 Adds Map of the Yellow Sea (#4026)
## Description:

"A high-stakes naval theater where empires clash over narrow corridors,
bottleneck straits, and heavily fortified shorelines."

Modeled to the exact strategic proportions of the classic Black Sea map,
Yellow Sea shifts the focus of global conflict to East Asia. The map is
defined by its massive central body of water, making naval dominance
absolutely essential for survival. However, unlike wide-open oceans,
control of the Yellow Sea is entirely dictated by its unique coastal
geography.
The Shandong And Liaoning Peninsulas are The definitive feature of the
map. Two massive, opposing peninsulas project deep into the sea, acting
as natural, heavily contestable daggers. They create tight naval choke
points in the central waters while forcing land-based players into
brutal, linear frontlines where every pixel of territory is bought with
blood.
The Continental Rim: A sprawling mainland coast wraps around the
northern and western edges of the map, offering expansive land routes
for players who prefer sweeping land invasions over amphibious assaults.

Scale Class: Medium

Gameplay Style: Naval/Land Hybrid, Tactical Choke Points, Frontline
Bottlenecks

Nations: 8
North Korea South Korea Liaoning Shandong Beijing Hebei Tianjin Jilin



description mostly generated by google gemini ai

## 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:

DISCORD_USERNAME crunchybbbbb

<img width="1660" height="1266" alt="Screenshot 2026-05-24 220103"
src="https://github.com/user-attachments/assets/800c6732-677d-44f1-ba5c-c60da5f199e0"
/>


<img width="1500" height="1152" alt="yellow_sea2"
src="https://github.com/user-attachments/assets/9b3ba34a-3f9c-4485-9235-f953fd07be4c"
/>

Game play video https://youtu.be/IcRPTM0rHM0

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-05-28 15:30:47 -07:00
evanpelle 10bf2be102 Remove unused Structure Sprites setting
The structureSprites toggle was only read by the toggle UIs themselves —
no rendering code ever consulted it. Drops the getter/setter from
UserSettings, both toggle rows (SettingsModal + UserSettingModal), and
the en.json keys. Other-language entries are left for Crowdin to reap.
2026-05-28 14:54:43 -07:00
evanpelle fc3d80ec73 Add Classic Icons toggle to Graphics Settings
Adds a "Classic icons" toggle in the structure-icons section of the
Graphics Settings modal. Off (default) keeps today's renderer look;
on switches to a classic style — lighter player-colored shape behind
a dark icon glyph, with 0.75 alpha for a subtle translucent feel.

Exposes the underlying tuning as new render-settings knobs
(`structure.fillDarken`, `borderDarken`, `iconAlpha`, `iconR/G/B`) and
threads them through the structure shader as uniforms, replacing the
previously hardcoded `darken(_, 0.65)` / `darken(_, 0.35)` calls and
the hardcoded white `vec3(1.0)` icon color. The `classicIcons` boolean
in the override schema is the single user-facing knob; the generator
derives the five underlying field values from it. Extends the
ClientGameRunner live-apply path to copy the `structure` slice too,
and adds tests covering the schema and preset derivation.
2026-05-28 14:47:40 -07:00
evanpelle e938e5936b Add Graphics Settings name color toggle and unit tests
Adds a single "Name color" toggle (Colored / Black) to the Graphics
Settings modal, backed by a `darkNames` boolean in the override schema
that derives the five underlying name-rendering fields
(fill/outline player-color flags + static outline RGB). Forcing the
outline RGB to 0 in dark mode is what makes the shader's defaultFill
ramp actually render black — flipping the boolean uniforms alone
wasn't enough because the fill is derived from uOutlineColor when
fillUsePlayerColor is false.

Flips the render-settings.json defaults so black names are the
renderer baseline; the modal's no-override state follows the JSON
source of truth. Adds tests covering schema parse behavior and the
generateRenderSettings derivation for each override field.
2026-05-28 13:54:05 -07:00
evanpelle 4cee61c7d1 fix(render): keep build-cost chip a fixed screen size
Chip used a world-space scale and y-offset, so it shrank as the camera
zoomed out and slid under the cursor. Now both the scale and the
downward offset are divided by zoom each frame, mirroring the existing
attack-troop-label pattern. Tunable via ghostCost in render-settings.
2026-05-28 13:19:22 -07:00
Evan 20bc311caf Add Graphics Settings modal with live name-label tuning (#4065)
## Description:

- Add a user-facing **Graphics Settings** modal accessible from the
in-game Settings menu, with live preview as sliders change.
- First two knobs: **Name Scale** and **Minimum Name Size** (the
name-cull threshold).
- Overrides stored as a single JSON blob in `localStorage` under
`settings.graphics`, validated by a Zod schema
(`GraphicsOverridesSchema`). Future graphics knobs just extend the
schema + slider list.

## How it fits together

- `generateRenderSettings(overrides)` (`RenderSettings.ts`) — pure
function: clones `render-settings.json` defaults, layers overrides on
top, returns a fresh `RenderSettings`.
- `UserSettings.graphicsOverrides()` / `setGraphicsOverrides()` —
read/write the blob; falls back to `{}` on a missing/corrupt entry.
- `ClientGameRunner` listens for
`USER_SETTINGS_CHANGED_EVENT:settings.graphics`, regenerates, and
`Object.assign`s each category into the live `view.getSettings()` slice
so passes pick up the new values on the next frame (no renderer
reconstruction).
- Modal reads defaults straight from `render-settings.json` so there's
no duplication.


<img width="599" height="515" alt="Screenshot 2026-05-28 at 11 18 43 AM"
src="https://github.com/user-attachments/assets/263d7d91-10d8-4a66-a069-10015c735d60"
/>

## 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
2026-05-28 13:06:43 -07:00
evanpelle 8142bc1070 Add Render Debug GUI toggle to settings modal
The lil-gui render-settings panel (createDebugGui) has been an orphaned
export since the WebGL renderer landed — no caller, no hotkey, no menu
entry. Wire it to a button in SettingsModal that toggles the panel on
and off, and group it with the existing Performance Overlay toggle
under a new "Development Only" section above the Exit Game block.
2026-05-28 09:09:44 -07:00
evanpelle a5e28d81d2 fix(render): turn nuke range circle red when launch would break alliance
Wire targetingAlly through GhostPreviewData.rangeWarning so RangeCirclePass
can color the blast-radius circle red instead of white when the ghosted nuke
would trigger a traitor penalty. Restores behavior lost in the canvas→WebGL
migration.
2026-05-27 16:25:34 -07:00
evanpelle 21e42ce461 fix(render): only fire conquest FX for the local player's conquests
Skip ConquestEvent updates whose conquerorId isn't the local player so the
gold popup + sword sprite only triggers on your own captures.
2026-05-27 16:07:38 -07:00
evanpelle 9bf6b5af74 fix(render): only show transport attack rings for the local player's boats
Filter extractAttackRings to the local player's smallID so FxAttackRingPass
only draws rings on the player's own transports. Drop the unused
extractAttackRingsFromIds variant and the dead frame/index.ts barrel
re-exports.
2026-05-27 15:54:17 -07:00
evanpelle 23fbc3114a feat(render): fade railroad overlay near min zoom
Replace the hard zoom cutoff in RailroadPass with a linear alpha fade
controlled by a new `railFadeRange` setting. Rails (and bridge pixels)
ramp from invisible at `railMinZoom - railFadeRange` to fully opaque at
`railMinZoom`, instead of popping in. Adds a uRailFade shader uniform
and a debug slider.
2026-05-27 15:42:11 -07:00
Evan aa3959bffe feat: territory png based skins (#4006)
## Description:

Add image-based territory skins as a new cosmetic type, rendered
alongside the existing 1-bit patterns. Skins render a single PNG
centered on each player's spawn tile — opaque pixels show the skin
(multiplied by team color in team games, raw colors in FFA), transparent
pixels and tiles outside the image bounds fall through to the regular
player palette color.

**Cosmetic plumbing**
- `SkinSchema` in `CosmeticSchemas.ts`, optional `skins` map on
`CosmeticsSchema`
- `PlayerSkin`, `PlayerCosmetics.skin`, `PlayerCosmeticRefs.skinName` in
`Schemas.ts`
- Server-side resolution: `PrivilegeCheckerImpl.isSkinAllowed` (gated by
`skin:*` / `skin:<name>` flares)
- Client persistence: stored under `PATTERN_KEY` (`pattern:` and `skin:`
share one slot — they're mutually exclusive)
- `getPlayerCosmeticsRefs` only emits a `skinName` when cosmetics are
loaded, the skin exists in the catalog, and the user has the right flare
— otherwise drops the ref and clears storage

**Renderer**
- `SkinAtlasArray` — fixed `TEXTURE_2D_ARRAY`, 1024×1024 per layer,
exact layer count allocated once at game start from the locked-in player
set. No resize, no callbacks, no retained `HTMLImageElement`. Zero GPU
cost when no players have skins (1×1 placeholder).
- `skinLayerTex` (R8UI 4096×1) — per-player `layer + 1` (`0` = no skin)
- `skinAnchorTex` (RG16UI 4096×1) — per-player spawn tile, so the PNG
center anchors at each player's spawn (re-uploads when the player
re-picks during spawn phase)
- `WebGLFrameBuilder.syncPlayers` collects unique skin URLs on first
sync and calls `view.initSkinAtlas(urls)` once; `clearCaches()` resets
so seek/replay re-initializes
- `territory.frag.glsl`: skin branch is mutually exclusive with
patterns; bounds-checks UVs against `[0, 1]` so the image is a single
stamp, not tiled; alpha-blends against the player palette color so
transparent pixels and out-of-bounds tiles render as the regular player
color

**Hover highlight (global UX change, not skin-scoped)**
- Existing hover highlight changed from "brighten toward white" to
"saturation boost." Applies to all players regardless of
skin/pattern/flat-color — looks better across the board.

**UI**
- `CosmeticButton` renders skins as a single `<img>` (object-contain)
- `TerritoryPatternsModal` merges patterns + skins into one grid; single
"default" tile clears both
- Selecting a pattern clears the skin and vice versa (mutually
exclusive)
- `Store` pattern tab includes skin entries (purchasable, not-yet-owned)
- `PatternInput` lobby button previews the active skin when one is set

**Memory**
- 0 skin players → ~4 bytes (placeholder) + ~40 KB fixed per-player
tables
- 1 skin player → ~5.6 MB GPU
- 5 skin players → ~28 MB GPU
- 10 skin players → ~56 MB GPU

**Tests**
- `tests/Privilege.test.ts`: 13 new cases covering `isSkinAllowed`
(wildcard, exact-match, missing flare, missing skin, forged refs) and
`isAllowed` integration (allowed/forbidden paths, short-circuit when
invalid skin is paired with valid other cosmetics)

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] 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
- [ ] 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
2026-05-27 13:00:07 -07:00
Berk ddf63066fa fix(game): patch Desync DoS vulnerability with strict majority consensus (#3956)
Resolves #3959

## Description:

This PR fixes a Denial of Service (DoS) vulnerability in 1v1 matches
related to desync reporting. The `findOutOfSyncClients` logic previously
forced a game-ending desync if half or more players reported conflicting
hashes (`outOfSyncClients.length >= Math.floor(this.activeClients.length
/ 2)`). In a 1v1, this meant a single malicious player sending a bad
hash could trigger a global desync, crashing their opponent's game
session.

The logic has been corrected to require a **strict majority** (`>
Math.floor(this.activeClients.length / 2)`) to declare a lobby-wide
desync. In a 1v1 game, a single malicious actor will now simply be
flagged as the out-of-sync client and disconnected, allowing the honest
player to continue their session uninterrupted.

## 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:

barfires

Co-authored-by: Josh Harris <josh@wickedsick.com>
2026-05-27 14:10:43 +00:00
Patrick Plays Badly 172113193f Add May Labyrinth (#4002)
## Description:

Labyrinth is a maze type map. My attempt at making a more chess style
board for play. Games with bots appear stable at over 45min average run
times. The map has been setup for team spawn zones for 2, 3, 4, 5, 6,
and 7 teams. Some of the team spawns for odd numbers are experimental
and I would like to see how they play out with live players. Additional
nation names included. There are other design factors like each of the
large squares being within the blast radius of a hydro; small islands
are within the blast radius of nukes.

This is meant as a slower playing game. My intentions are to get some
sort of literal rotation of the map in the future if easily implemented.
That way every time players load the game there would be some
randomization.

As an additional note one of my last edit to the map was the "+" shape
to the islands to allow train passage. Zooming out I can see now that
the pattern is squares and + through out. Did not fully intend on that,
but it felt like good vibes.


https://discord.com/channels/1284581928254701718/1293201128858587207/threads/1497062552784605316
https://www.youtube.com/watch?v=e8c-TylT4hs
https://www.youtube.com/watch?v=0-yqrfr3nv0


## 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 

PlaysBadly

---------

Co-authored-by: RickD004 <realtacoco@gmail.com>
2026-05-26 19:25:43 -07:00
RickD004 1551de8ee3 Standarize map names across info and manifest jsons (#4011)
## Description:

Just a text change. 4 maps had inconsistencies in their names in their
info.json (and by consequence the manifest). If sites extracted map
names from one of these they would appear with an inconsistent name. The
south america map for example was named "Americas", and appeared as such
in the pathfinding playground (thats where i noticed these
inconsistencies)

## 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
2026-05-26 19:13:29 -07:00
Berk c35355a490 fix(client): silence noisy LangSelector not found console warning (#4021)
## Description: 

Silence noisy console warnings of `LangSelector not found in DOM` on
page hydration.

Previously, `translateText()` queried the DOM very early in the client
rendering/hydration phase before Lit Element had mounted the
`<lang-selector>` element. This resulted in hundreds of noisy warnings
in the browser developer console on page load.

This fix resolves the issue gracefully in Utils.ts: it queries
`getCachedLangSelector()` and immediately returns the key if not found
without polluting the console log with warnings. Once the element is
fully mounted, normal translation and cache updates resume.

## 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:

barfires
2026-05-26 19:12:00 -07:00
crunchybbb b086881a4e Add Korea Map (#3977)
## Description:

Add map of korean peninsula. Size 1092x2149
Nations: 35
based on provinces

## 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:

DISCORD_USERNAME
crunchybbbbb @crunchybbbbb_59469


<img width="1092" height="2149" alt="Korea-2"
src="https://github.com/user-attachments/assets/874100e8-4a68-4f57-b2f7-49aa87b8194d"
/>

two teams nations war video https://www.youtube.com/watch?v=n4h7GAfAHTM

---------

Co-authored-by: Ricky G.P. <realtacoco@gmail.com>
2026-05-26 19:11:13 -07:00
Berk 10776c1948 fix(render): prevent trade-friendly ships from visually rendering as angry red warships (#3843) (#4017)
## Description: 

The unit fragment shader (unit.frag.glsl) checked vFlags > 1.5 to
colorize warships in their attacking/angry solid red territory band
(FLAG_ANGRY = 2.0). However, trade-friendly ships use
FLAG_TRADE_FRIENDLY = 3.0 which also matched this condition, causing
friendly/trade-allied ships to incorrectly render as hostile/angry
warships in normal camera view.

This fix refactors unit.frag.glsl to use precise float range queries via
abs() to verify FLAG_ANGRY and FLAG_FLICKER flags specifically,
preventing the trade-friendly flag from triggering the angry-red
colorization.

## 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:

barfires
2026-05-26 19:10:34 -07:00
Berk 38f0709e53 fix(core): destroy defense posts on tile capture instead of downgrading and transferring ownership (#1563) (#4016)
## Description: 

Capturing defense posts previously demoted their level by 1, and
transferred ownership to the invading player if their level was still
above 0. The expected strategic behavior is that defense posts should
always be destroyed (deleted) upon capture.

This fix updates PlayerExecution.ts's structure tick loop to immediately
destroy the Defense Post unit via u.delete(true, captor) instead of
transferring ownership. It also rewrites the corresponding unit tests in
PlayerExecution.test.ts to verify the complete destruction of Defense
Posts of all levels (including level 2+) when the tile owner changes.

## 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:

barfires
2026-05-26 19:08:31 -07:00
Josh Harris 2d6342cd22 Add stale-if-error to app shell Cache-Control (#4009)
## Description:

Adds `stale-if-error=86400` to the `Cache-Control` header set on the
rendered app shell (`/`) in
[src/server/RenderHtml.ts](src/server/RenderHtml.ts). This lets shared
caches (CloudFlare, nginx `proxy_cache`) keep serving the last good
`index.html` for up to 24h if origin returns a 5xx, alongside the
existing `stale-while-revalidate` window.

Pairs with enabling HTML caching for the `/` route on CloudFlare in
"respect origin headers" mode — it already honors `s-maxage` (5 min edge
TTL) and `stale-while-revalidate`; this just extends the same safety net
to origin-error cases.

No behavior change for successful responses; browsers still revalidate
every load via `max-age=0`.

## 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:

jish

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:13:48 +01:00
evanpelle 2b45813ce0 Use spawn tile for name placement during spawn phase
Names now follow the player's currently-selected spawn tile each tick
instead of going through placeName, which read a cluster bounding box
that only refreshed every cluster-calc cycle and was further throttled
to every other tick. Adds placeSpawnName and switches the spawn-phase
branch in GameRunner to use it.
2026-05-24 17:18:11 +01:00
dependabot[bot] 3a3b43b642 Bump qs from 6.15.0 to 6.15.2 in the npm_and_yarn group across 1 directory (#3995)
Bumps the npm_and_yarn group with 1 update in the / directory:
[qs](https://github.com/ljharb/qs).

Updates `qs` from 6.15.0 to 6.15.2
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/ljharb/qs/blob/main/CHANGELOG.md">qs's
changelog</a>.</em></p>
<blockquote>
<h2><strong>6.15.2</strong></h2>
<ul>
<li>[Fix] <code>stringify</code>: skip null/undefined entries in
<code>arrayFormat: 'comma'</code> + <code>encodeValuesOnly</code>
instead of crashing in <code>encoder</code></li>
<li>[Fix] <code>stringify</code>: use configured <code>delimiter</code>
after <code>charsetSentinel</code> (<a
href="https://redirect.github.com/ljharb/qs/issues/555">#555</a>)</li>
<li>[Fix] <code>stringify</code>: apply <code>formatter</code> to
encoded key under <code>strictNullHandling</code> (<a
href="https://redirect.github.com/ljharb/qs/issues/554">#554</a>)</li>
<li>[Fix] <code>stringify</code>: skip null/undefined filter-array
entries instead of crashing in <code>encoder</code> (<a
href="https://redirect.github.com/ljharb/qs/issues/551">#551</a>)</li>
<li>[Fix] <code>parse</code>: handle nested bracket groups and add
regression tests (<a
href="https://redirect.github.com/ljharb/qs/issues/530">#530</a>)</li>
<li>[readme] fix grammar (<a
href="https://redirect.github.com/ljharb/qs/issues/550">#550</a>)</li>
<li>[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li>[Tests] add regression tests for keys containing percent-encoded
bracket text</li>
</ul>
<h2><strong>6.15.1</strong></h2>
<ul>
<li>[Fix] <code>parse</code>: <code>parameterLimit: Infinity</code> with
<code>throwOnLimitExceeded: true</code> silently drops all
parameters</li>
<li>[Deps] update <code>@ljharb/eslint-config</code></li>
<li>[Dev Deps] update <code>@ljharb/eslint-config</code>,
<code>iconv-lite</code></li>
<li>[Tests] increase coverage</li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/ljharb/qs/commit/9aca4076fe788338c67cf7e115f0be6bc58d85a8"><code>9aca407</code></a>
v6.15.2</li>
<li><a
href="https://github.com/ljharb/qs/commit/5e33d33447ed0bf1ddab9abc41d27dea4687d992"><code>5e33d33</code></a>
[Dev Deps] update <code>@ljharb/eslint-config</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/21f80b33e5c8b3f7eba1034fff0da4a4a37a1d41"><code>21f80b3</code></a>
[Fix] <code>stringify</code>: skip null/undefined entries in
<code>arrayFormat: 'comma'</code> + `e...</li>
<li><a
href="https://github.com/ljharb/qs/commit/a0a81ea2071acce3eff41a040f719ac8f5c4f64c"><code>a0a81ea</code></a>
[Fix] <code>stringify</code>: use configured <code>delimiter</code>
after <code>charsetSentinel</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/e3062f78f5233b338ceeb8e8dfa5a07dea4b32a8"><code>e3062f7</code></a>
[Fix] <code>stringify</code>: apply <code>formatter</code> to encoded
key under <code>strictNullHandling</code></li>
<li><a
href="https://github.com/ljharb/qs/commit/0c180a40adb8c6703fffc85b2ff06ca209f5c1e0"><code>0c180a4</code></a>
[Fix] <code>stringify</code>: skip null/undefined filter-array entries
instead of crashi...</li>
<li><a
href="https://github.com/ljharb/qs/commit/3a8b94aec19bd664720f6f6b1e66c4a0dfe4b656"><code>3a8b94a</code></a>
[Tests] add regression tests for keys containing percent-encoded bracket
text</li>
<li><a
href="https://github.com/ljharb/qs/commit/96755abd357c0e534dd3442a84a04d08864bfe0d"><code>96755ab</code></a>
[readme] fix grammar</li>
<li><a
href="https://github.com/ljharb/qs/commit/a419ce5bbfcdb98a299f1a0bb47ea055baef20e6"><code>a419ce5</code></a>
[Fix] <code>parse</code>: handle nested bracket groups and add
regression tests</li>
<li><a
href="https://github.com/ljharb/qs/commit/3f5e1c528c967d915096787efbffa73cf6044170"><code>3f5e1c5</code></a>
v6.15.1</li>
<li>Additional commits viewable in <a
href="https://github.com/ljharb/qs/compare/v6.15.0...v6.15.2">compare
view</a></li>
</ul>
</details>
<br />


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2026-05-24 17:03:57 +01:00
Evan 3811d3cd89 Hide clan tags in public FFA games to prevent teaming (#4000)
## Description:

- Added optional `disableClanTags` to `GameConfig`. When set, the server
strips clan tags from `gameInfo` (lobby broadcasts/HTTP) and
`gameStartInfo` (start payload) before sending to clients. Archive keeps
the originals.
- Enabled `disableClanTags` for public FFA games (both the regular FFA
playlist and special when randomized to FFA). No UI; clients still see
their own clan tag via local input state.

## 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
2026-05-24 16:52:10 +01:00
Evan b4a14f9b9d Move attack troop overlay to WebGL (#3996)
## Description:

Replaces the DOM-based `AttackingTroopsOverlay` with
`AttackingTroopsController`, rendering attack troop counts through
`WorldTextPass` instead of a separate fixed-position DOM container.

## Summary

- New `AttackingTroopsController` polls `attackClusteredPositions()`
every 200ms and pushes labels to the WebGL view each frame, lerping
cluster positions over 250ms for smooth front-line movement (replaces
the old CSS `transform 0.25s` transition).
- `WorldTextPass` gains `setAttackTroopLabels()` and renders them at a
fixed on-screen size (zoom-independent) using `screenScale / zoom`.
- World text now draws on top of `NamePass` so attack callouts aren't
hidden behind centered player names.
- Fragment shader adds a soft quadratic dark halo around every
world-text label; extent uses the remaining SDF range after the hard
outline so it fades smoothly to zero (no rectangular clipping).
- Deletes `AttackingTroopsOverlay.ts`; existing unit tests repointed to
the controller's exported `alignClusterOrder`.

<img width="369" height="395" alt="Screenshot 2026-05-24 at 4 43 51 PM"
src="https://github.com/user-attachments/assets/4dbffe20-77f9-4c0f-b956-ecf543538f8d"
/>

## 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
2026-05-24 16:47:34 +01:00