Been playing this game for months, and after i feel myself enough
experienced about the game, decided to start contributing to the
project. This is my first one!
## Description:
Move indicator fx for warships. Listening MoveWarshipIntentEvent to draw
the fx. Code is basic, respectly layered and written regarding project's
structure.

## 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:
420coder
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Changes URL embeds within other platforms, e.g. Discord, WhatsApp & X.
Updates game URLs to `/game/<code>` instead of `/#join=<code>` (required
for embedded URLs). An added benefit of this is that you would be able
to change a url from `openfront.io/game/RQDUy8nP?replay` to
`api.openfront.io/game/RQDUy8nP?replay` (add api. In front) and be in
the right place for the API data.
Updates URLs when joining/leaving private lobbies
Appends a random string to the end of the URL when inside a private
lobby and options change - this is to force discord to update the
embedded details.
Updates URL in different game states to ?lobby / ?live and ?replay.
These do nothing other than being used as a _cache-busting_ solution.
-----------------------------------------------
### **Lobby Info**
Discord:
<img width="556" height="487" alt="image"
src="https://github.com/user-attachments/assets/efd4a06d-506c-4036-9403-ee7c9a669e21"
/>
WhatsApp:
<img width="353" height="339" alt="image"
src="https://github.com/user-attachments/assets/3b2d0c69-988c-424f-9dee-f4e6a6868f6b"
/>
x.com:
<img width="588" height="325" alt="image"
src="https://github.com/user-attachments/assets/d9e78169-20be-4a3e-8df4-8ad41d08a750"
/>
-------------------------
### **Game Win Details**
Discord:
<img width="506" height="468" alt="image"
src="https://github.com/user-attachments/assets/69947774-c943-4a50-b470-5634ed3bf3d7"
/>
WhatsApp:
<img width="770" height="132" alt="image"
src="https://github.com/user-attachments/assets/eec28bf8-bf64-4ab8-954e-03dfdd1aae40"
/>
x.com
<img width="584" height="350" alt="image"
src="https://github.com/user-attachments/assets/168063e2-b707-422b-b7a1-0025f3ebeb92"
/>
## 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:
Doesn't need a description :D
https://github.com/user-attachments/assets/8de576fd-050b-4b35-8526-e4c88d1a9f25https://github.com/user-attachments/assets/c99147a1-efdf-426b-96d1-e996e01f89aa
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Playtest
https://pf-pt-2.openfront.dev/
## Pathfinding Refactor pt. 2
<img width="1536" height="1024" alt="image"
src="https://github.com/user-attachments/assets/9477958e-54b7-4c83-b317-ba789e809e9e"
/>
This is a follow-up to a previous PR introducing pathfinding changes.
This time, it introduces a complete refactor of `pathfinding` directory
and breakdown into composable pieces.
### Unified PathFinder interface
`PathFinder<T>` and `SteppingPathFinder<T>` are introduced to unify
**all** pathfinding across the application. First one exposes complete
path, while stepping variant allows the callee to iterate over the path
by calling `.next`. All pathfinders share this one common interface,
which makes them easy to use in any scenario -
`PathFinding.Water(game).search(from, to)`.
`SteppingPathFinder<T>` extends `PathFinder<T>` with an ability to
iterate over the path. It handles caching, storing current index and
invalidation. This allows the units to not care about the inner workings
of the pathfinder and just call `pf.next(current, target)` and receive
instructions on what to do next.
### Common entry point
All pathfinders are now exposed from common `PathFinding` entrypoint:
- `PathFinding.Water`
- `PathFinding.Rail`
- `PathFinding.Stations`
- `PathFinding.Rail`
Additional entry point is introduced for pathfinders which need to work
both in the worker, but also on the frontend, which lacks `Game`
interface. Currently only `UniversalPathFinding.Parabola` is available.
### Spatial Query
New module has been introduced close to `pathfinding` - `SpatialQuery`.
It aims to resolve any questions game may have about finding tiles
meeting criteria. Currently `SpatialQuery.closestShore(player, target)`
and `SpatialQuery.closestShoreByWater(player, target)` are available -
they help answering questions about naval invasion: "What is the best
landing location from user's click?" and "Which our tile should be used
to launch the transport ship?". Under the hood they use very similar
mechanics to pathfinding, so it felt right to put them close by.
### Modular architecture
Pathfinders now support transformers: `MiniMapTransformer`,
`ShoreCoercingTransformer`, `ComponentCheckTransformer`,
`SmoothingTransformer`. Transformers functions like a middleware in the
pathfinding chain. They wrap around the pathfinder and provide
additional functionality. This allows the pathfinder to focus on
actually finding the path instead of doing unrelated things.
Example chain for simple (A*) water pathfinding:
```ts
static WaterSimple(game: Game): SteppingPathFinder<TileRef> {
const miniMap = game.miniMap();
const pf = new AStarWater(miniMap);
return PathFinderBuilder.create(pf)
.wrap((pf) => new ShoreCoercingTransformer(pf, miniMap))
.wrap((pf) => new MiniMapTransformer(pf, game.map(), miniMap))
.buildWithStepper(tileStepperConfig(game));
}
```
The Pathfinder - here `AStarWater` - does not care about the conversion
between minimap and main map tiles. It also does not care if the source
or destination is a land tile. The transformers take care of that. The
pathfinder gets a set of valid coordinates and produces the path -
that's it.
Modular approach makes working on a particular set of utilities much
easier - for example map upscaling is handled consistently across all
pathfinders. Additionally, the pathfinders are not tied to the
particular map resolution used. Pass them a different map and they will
work the same.
### Algorithms
Algorithms used are neatly organized inside
`src/core/pathfinding/algorithms`. They are prefixed with the algorithm
name and suffixed with the use case. File without suffix exposes generic
version ready to traverse any graph with adapters. Specialized versions
either use an adapter or inline logic when performance is critical -
using adapters leads to 20-30% performance loss.
The directory includes `A*` and `BFS` but also other useful utils, such
as `AbstractGraph` used to generate... an abstract graph on top of the
tile map and `ConnectedComponents` helping to identify whether two tiles
are connected by a path without actually computing the path.
### Playground
The playground have been updated with new algorithms, including tweaked
very greedy `A*`.
<img width="2175" height="1424" alt="image"
src="https://github.com/user-attachments/assets/1f833651-0024-4299-bf86-882f5368358c"
/>
### Tests
Yeah, there are some, a little too many if I say so myself. But there
are no useless tests. I had to ensure refactored code works somehow
reliably. This PR comes with trust me bro guarantee, but I would
appreciate someone confirming **naval invasions, nukes (esp. MIRV) and
warships**.
### Discord
`moleole`
GL & HF
## Description:
UI Refinements requested by @evanpelle check https://ui.openfront.dev
## 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:
Removes code duplication by consolidating the `formatPercentage` utility
function to the `Utils.ts` file, removing the two identical
implementations in `TeamStats.ts` and `Leaderboard.ts`.
This is an improvement upon #2838 which is the PR that aligned the two
mentioned implementations.
## 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:
deshack_82603
## Description:
Changes a few small UI issues:
- Player info text transparency made it less legible:
<img width="367" height="445" alt="image"
src="https://github.com/user-attachments/assets/a08b2808-74a5-4783-93f3-182d97b36055"
/>
- Fix naval invasion target end fade which didn't work previously

- Rename rendering function since the UI layer doesn't only handle
target
## 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:
IngloriousTom
## Description:
Overhauls the Main Menu UI, visit https://menu.openfront.dev to see
everything.
## 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
Resolves#2837
## Description:
This PR aligns the "Owned" percentage format in TeamStats to the same
data in Leaderboard, fixing the issue that currently happens when team
reaches 100%, and the percentage is displayed as "1.0e+2%".
Previous implementation to avoid this problem involved checking for the
"100" value, but we all know how floating point arithmetic works in
JS...
Before:
<img width="912" height="450" alt="image"
src="https://github.com/user-attachments/assets/a3ce03ab-53c6-4b7b-b3fd-7073a6095252"
/>
After:
<img width="441" height="233" alt="image"
src="https://github.com/user-attachments/assets/21b07834-e3ec-44c3-bd6f-3d5a5d6c851c"
/>
## 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:
deshack_82603
## Description:
Some FX animations were previously used as UI elements (e.g. nuke area,
naval invasion target, gold text).
This PR moves those animations to a dedicated UI layer.
Those UI elements handle correctly the current zoom level and remain
sharply rendered at all zoom levels.
The new UI layer can be disabled using the same setting that disables
the FX layer.
Performance-wise, this layer is equivalent to the FX layer, as it reuses
the same animations.
### Naval target
Don't scale with the zoom level, but has a minimum zoom level so the
targeted tile can still be easily highlighted by zooming

### Nukes
Has to scale because the size is set, but the border radius is not so
the area is more visible from afar.

### Popup text
Scale with zoom level, and stop showing when zoomed-out:

## 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:
IngloriousTom
## Description:
Simple PR, but adds the feature where using the hotkey to build a city
will show SAM radius layer to let user know safe areas to build.
<img width="2126" height="1398" alt="image"
src="https://github.com/user-attachments/assets/8aed5514-51c4-40f4-a446-e3c52346abc8"
/>
## 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:
bijx
Resolves#2823
## Description:
When playing in single-player mode, if an NPC reaches 80% land control
before the player, the game enters a broken state where:
- The game clock stops
- Win checking stops permanently
- Even if the player later conquers 100% of land, victory is never
awarded
- The game becomes "stuck" in a zombie state.
This PR addresses this allowing Nations to be set as winners in single
mode, and in this case showing a "Nation {nation} has won" modal to the
user. This WinModal is the same as the "{player} has won", with the only
change being the title.
Nation wins in FFA, from the human player perspective:
<img width="1457" height="837" alt="image"
src="https://github.com/user-attachments/assets/1ce569bd-6616-4a23-b4a4-afedad2c64f8"
/>
## 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:
deshack_82603
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2516
## Description:
Introduces a state to the Player Info Overlay which simply shows what
type of terrain the player is hovering on. This just builds on the
principles of continuous feedback when designing UX because players
react positively when the game responds to input action.
<img width="839" height="846" alt="image"
src="https://github.com/user-attachments/assets/4b2969e0-127d-4032-9c49-9cbff9bb2aeb"
/>
<img width="666" height="602" alt="image"
src="https://github.com/user-attachments/assets/5fd15ab1-98b1-472f-a83e-a1ee10338673"
/>
https://github.com/user-attachments/assets/7e39f53e-6d2e-479e-badd-b41484591b8b
## 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:
bijx
Adds a pulsing highlight effect for teammates during the spawn phase in
team games. This helps colorblind players identify their teammates on
the map more easily.
- Teammates show a subtle green/team-colored pulse (5-14px radius)
- Player's own pulse remains unchanged (8-24px white pulse)
- Only activates during spawn phase in team games
- Animation stays synchronized with player's own pulse
I didn't want to come empty handed with my request so I generated the
code
I do know python and a little rust, but don't have TypeScript experience
- I know you guys are probably getting flooded with AI slop so I hope
its okay.
Please implement the feature at the very least because its SO much
better not having to hunt around.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
So the code calls drawTeammateHighlights() inside of
drawFocusedPlayerHighlight() so it can only occur where current
highlighting occurs
Then uses the existing isOnSameTeam() to find teammates
Then uses the existing drawBreathingRing() function
- [x] I have added screenshots for all UI updates
I took a video since it best captures the feature
- [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
I'm not that good at coding formally, I tested it manually by loading
into team games, but I'm going to need help with the code being tested.
(Please help)
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
I did load into multiple lobbies and made sure the feature works, its a
really simple feature so I am confident there isn't any Lovecraftian bug
lurking in it. It also uses mostly existing functions and features
within the code base.
https://github.com/user-attachments/assets/857cce43-4fb2-4c5d-bc04-1a6617570dee
Co-authored-by: Daniel <daniel@mangoit.ca>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
migrate tailwindcss v3 to v4
## 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:
wraith4081
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Resolve discussions about stalled PR
https://github.com/openfrontio/OpenFrontIO/pull/2460
<img width="724" height="348" alt="image"
src="https://github.com/user-attachments/assets/c2c9fa79-cace-431a-9ca4-b3656612fa9d"
/>
Changes:
- Added a `Player::canAttackPlayer(other)` function to determine whether
a player can be attacked.
- This function is now used in most places where a fight can occur:
- AttackExecution (land attacks)
- Naval invasion
- Warship fight
- Nukes can't be thrown during the truce
- Immunity only affect human players. Nations and bot will fight as
usual, and can be fought against.
- The immunity timer uses minutes in the modal window.
UI:
- The immunity phase is displayed with a timer bar at the top. This is
from the original PR, to be discussed if it's not deemed visible enough:
<img width="632" height="215" alt="image"
src="https://github.com/user-attachments/assets/f5ab9aa0-bd4f-4503-b8d6-b40b121fba65"
/>
## 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:
IngloriousTom
---------
Co-authored-by: newyearnewphil <git@nynp.dev>
## Description:
Trains are made of a primary unit (`TrainExecution.train`) followed by 6
cars (`TrainExecution.cars`). Currently when any of the units is
destroyed, a message "Your Train was destroyed" is shown. In worst case
scenario, when all cars are blasted by a nuke, 7 messages are displayed
to the user, but the train continues.
Since the actual logic is unaffected as long as the primary unit stays
alive, displaying messages is confusing. This PR fixes it. The message
is only displayed when the primary unit is destroyed. The following cars
are only there for fancy visuals.
## Screencast
##### Current - multiple messages for single train
https://github.com/user-attachments/assets/3df04c71-d899-4f68-af83-36c9d0ffa730
First nuke was a test.
Second nuke destroyed the entire train, prompting 7 messages.
Third nuke destroyed one full train and then some. Prompting many too
many messages.
##### Fixed - one message, only if train was fully destroyed
https://github.com/user-attachments/assets/1f3840a7-6c62-487d-af3a-82de39dad9e8
First train was only partially destroyed, no message was shown, delivery
mission completed A+.
Following 2 trains had the front engine destroyed and therefore were
promptly decommissioned.
## Please complete the following:
- [x] 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
- [ ] 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:
moleole
## Description:
This feature adds a troop count bar into the PlayerInfoOverlay that
visualizes how many troops a player/nation has, how big of an attack
they are sending, and in general the percentages of their overall troop
count. I originally added the toggling of this feature as a setting but
thought it might be too narrow to need it's own setting. Would
appreciate anyone's thoughts on adding it back in or not.
Inspired by [this
comment](https://discord.com/channels/1359946986937258015/1359949371956789289/1452559404401430674)
in the Dev Discord.
### Video Demo
https://github.com/user-attachments/assets/4a4397f7-c0a1-475a-867d-ef00b57661c4
## 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:
bijx
closes#2678
## Description:
Update to enable bomb flip support by mobile users too
<img width="420" height="666" alt="image"
src="https://github.com/user-attachments/assets/eb2155a4-2012-4f40-8caa-bd23ebd28521"
/>
----------------------------------------------------------------------------------------------------------------------------------------------------
Also, I slightly updated the player panel to make it more even and take
up less space;
- removed the huge header bar which took up too much space
- fixed ui divider spacing
Before:
<img width="372" height="179" alt="image"
src="https://github.com/user-attachments/assets/2cf82cda-d466-4911-be4f-36eb6e788d5b"
/>
After:
<img width="383" height="134" alt="image"
src="https://github.com/user-attachments/assets/4d827221-f456-48fe-940b-a9ba84d1f4a5"
/>
## 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:
Happy new year!
- Atom and hydro:

- Mirv:

## 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:
IngloriousTom
## Description:
Santa will be back.
Reverted all FX to the regular theme.
## 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:
IngloriousTom
## Description:
When placing a nuke (Atom Bomb or Hydrogen Bomb), the range circle now
turns red to warn players when the attack would break an alliance.
<img width="456" height="333" alt="Screenshot 2025-12-28 211927"
src="https://github.com/user-attachments/assets/dfe6f874-3f8b-4662-8877-0af30aa20139"
/>
## 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:
abodcraft1
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
The sync-assets wasn't executing on docker-build. so instead just import
it from resources/ directory, vite logs a warning but I think that's
okay for now.
## 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
Resolves#2434
## Description:
Allows bomb direction to be inverted by pressing a hotkey - currently
"U".
**Check the issue for screenshots / videos.**
## 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
---------
Co-authored-by: Evan <evanpelle@gmail.com>
Co-authored-by: iamlewis <lewismmmm@gmail.com>
- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
new toolchain.
- Remove the [depracated usage of the
husky](https://github.com/typicode/husky/releases/tag/v9.0.1).
## Description:
migrate build system to Vite and test runner to Vitest & Remove
depracated husky usage
## 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
- [ ] 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:
wraith4081
---------
Co-authored-by: evanpelle <evanpelle@gmail.com>
Resolves#2464
## Description
This PR fixes a bug where the alliance renewal popup remained visible
after an alliance was broken or betrayed.
The issue occurred because renewal UI events were tied to player
identifiers instead of the unique allianceId.
When a player had multiple alliances, breaking one alliance did not
correctly remove the associated renewal popup.
This change ensures that renewal popups are correctly removed only for
the specific alliance that was broken.
### What was wrong
Alliance renewal UI events were previously associated implicitly with
players.
This caused incorrect behavior when a player had **multiple alliances**,
because **players are not unique identifiers of an alliance**.
As a result, breaking one alliance could leave stale renewal popups
visible.
### What was changed
- Alliance break logic now relies on **allianceId**, not player IDs
- Renewal popups are removed **only for the specific broken alliance**
- Alliances involving the same player but different allianceIds are
unaffected
- Added tests to ensure this bug cannot reappear
### Result
- Renewal popup disappears immediately when an alliance is
betrayed/broken
- No unintended removal of other alliance renewal popups
- Correct behavior even when a player is involved in multiple alliances
## 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:
assessin.
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2705
## Description:
Introduces a quick donation feature in games where the `canDonateTroops`
option is enabled. It works by converting the center button in the
radial menu from a disabled attack button to a troop donate button when
the player right clicked on is friendly (teammate or ally).
Also adds donate gold button to Attack slot on radial menu when right
clicking friendly troops.
### Video Example
https://github.com/user-attachments/assets/d9b2c3f7-b6c0-482a-9dbd-b3841676cbe5
### New Icon
<img width="1310" height="931" alt="image"
src="https://github.com/user-attachments/assets/85225858-6971-470d-92f6-db68a5d05bb2"
/>
### Donate Gold
https://github.com/user-attachments/assets/b116bc06-d53d-47c7-9504-871eada6a21e
## 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:
bijx
## Description:
Moves pause-related translation keys from their own object into
```heads_up_message``` to keep all heads-up message text in one place.
## 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:
furo18
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#2491
## Description:
Adds pause/unpause functionality for private multiplayer games. Only the
lobby creator can pause the game, and all players see a pause overlay
when the game is paused.
**Key features:**
- Lobby creator sees pause/play button in control panel (alongside
existing singleplayer/replay controls)
- Server validates that only lobby creator can toggle pause
- All players see "Game paused by Lobby Creator" overlay when paused
- Game state freezes (no turn execution) while paused
- Unpause resumes normal gameplay
**Implementation details:**
- Server-side pause state (`isPaused`) prevents turn execution during
pause
- Each client receives `isLobbyCreator` flag in `GameStartInfo` to
show/hide pause button
- Added `TogglePauseIntent` that broadcasts to all clients via
`NoOpExecution`
- New `PauseOverlay` component (shows in single player also)
## 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:
furo18
<img width="1459" height="861" alt="Screenshot 2025-12-20 at 15 16 33"
src="https://github.com/user-attachments/assets/f5a3222f-f54b-473c-b0f6-104ce4c1e7a8"
/>
## Description:
Updated the main onscreen canvas context to opaque:
Impact: avoids alpha compositing for the main canvas (we already paint a
full opaque background each frame), which can slightly reduce GPU work.
## 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
- [ ] 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:
DISCORD_USERNAME
## Description:
Make the terrain backing canvas explicitly opaque by requesting a 2D
context with alpha: false.
Remove confusing latent alpha support in TerrainLayer
Current themes always generate opaque terrain colors, but the code
previously looked like it supported per-tile alpha (via
terrainColor.rgba.a), which is misleading.
Being explicit about opacity can avoid unnecessary alpha compositing
work and clarifies intent.
No visual change expected with current themes (terrain was already
effectively opaque).
## 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
- [ ] 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:
DISCORD_USERNAME
## Description:
Integrate with crazy games SDK
## 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
- [ ] 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
## Description:
This PR updates the SAM radius layer to render sharply at all zoom
levels instead of pixelated.

The radius is now drawn using primitives directly on the parent
rendering context, rather than via an intermediary canvas and
`drawImage`.
### Performance improvement:
Since the radius computation is quite heavy, it could lead to bad
performances previously because radii were recomputed and redrawn on
every frame.
With 1k SAM:
<img width="559" height="33" alt="image"
src="https://github.com/user-attachments/assets/207e4fca-2b30-4a32-a69b-be3aacc3d7cf"
/>
This PR separates radius computation from rendering:
- radius values are now recomputed only on the first frame after a SAM
changes.
- subsequent frames reuse the cached results and only handle rendering.
Now with 1k SAM:
<img width="624" height="67" alt="image"
src="https://github.com/user-attachments/assets/9facdf04-1dc2-4908-8ebc-fd80933f0232"
/>
## 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:
IngloriousTom
## Description:
Following the hotkey cursor price textbox addition of #2650, this
feature adds the option to enable and disable the visual feature via the
User Settings menu or the Basic Settings modal in game. Also added a
[new icon](https://thenounproject.com/icon/pay-per-click-2586454/) for
the Basic Settings modal from the Noun Project and added credit for it
to the `CREDITS.md` file.
### Video Demo
https://github.com/user-attachments/assets/1667081e-45e3-4b11-9bda-3f00c341e03c
### User Settings Menu
<img width="1029" height="1436" alt="image"
src="https://github.com/user-attachments/assets/e4e6bf6d-db59-463a-81fb-f622ef6e3931"
/>
### Basic Settings Menu
<img width="964" height="1545" alt="image"
src="https://github.com/user-attachments/assets/6b083655-b96e-4937-95d6-f3458858f03d"
/>
## 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:
bijx
## Description:
Introduces a dynamic textbox under the cursor and populates it with
price when a keyboard hotkey is pressed. Prices update correctly based
on current value of the structure or strike being purchased, even if the
value is 0 (during `Infinite Gold` mode). Price value updates live even
if the price box is currently being shown (for example, when voluntarily
removing a structure causes the price to change. See video below).
### Video Demo
https://github.com/user-attachments/assets/3f974268-c14b-4129-9629-5a0f7db8b30c
The more in depth demo was too big for GitHub, but I uploaded it on the
Discord
https://discord.com/channels/1284581928254701718/1447907175522504704/1451483322260914297
### Live price updates on tooltip
https://github.com/user-attachments/assets/0d98739c-6f24-4fcd-a047-cc304e7e86aa
### Works with `Infinite Gold` mode
https://github.com/user-attachments/assets/25bd2919-77cd-4735-8c3f-043306f53b8f
## 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:
bijx
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #[2638](https://github.com/openfrontio/OpenFrontIO/issues/2638)
## Description:
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:
Not on discord yet, but this bug makes me crazy. :)
Edit:
Also, I wasn't sure from which branch to start from.
## Description:
1. Using the wording `"Nation"`, `"FakeHuman"` and `"NPC"` at the same
time is confusing.
So I renamed every mention of `"FakeHuman"` and `"NPC"` in the entire
project to `"Nation"`. Just like they are called ingame.
2. `BotBehavior.ts` was originally intended for sharing the logic
between nations and bots.
But at the moment, the logic there isn't really shared and it's
basically just about attacking.
So I renamed `BotBehavior.ts` to `AiAttackBehavior.ts`. I use "Ai" to
indicate that this file is used by bots AND nations.
3. Moved `execuction/utils/AllianceBehavior.ts` to
`execuction/nation/NationAllianceBehavior.ts` to make sure everybody
understands that this file is not about alliances in general. It's just
about nations and how they handle alliances.
4. Removed `difficultyModifier` from `DefaultConfig`. It's unused and I
think we usually want to finetune the difficulty instead of using that
method.
5. Added `assertNever` in all `switch (difficulty)` default cases.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Adds network bright green highlighting to Railway tracks connecting
_your_ factories and buildings together when in the alternate view
(spacebar view). It is sometimes hard to see your own tracks on certain
areas of the map (mountain terrains for example), so this change will
highlight the tracks the same color as your border outline in the
alternate view (#00FF00). Also suggested by [this
comment](https://discord.com/channels/1284581928254701718/1445984695752855562/1445984695752855562)
in the Discord.
### Normal Railway Connection
<img width="1009" height="872" alt="image"
src="https://github.com/user-attachments/assets/31c028a8-13d8-4d82-ba4a-385b8372c9ac"
/>
### Alternative View (spacebar)
<img width="1124" height="956" alt="image"
src="https://github.com/user-attachments/assets/f4f3bb38-7233-4f2c-9bbf-a407196b0124"
/>
### Other nation colors remain unchanged
<img width="1566" height="1447" alt="image"
src="https://github.com/user-attachments/assets/c4dde970-20f1-480b-959d-876d4eb0f32b"
/>
## 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:
bijx
## Description:
Missing i18n key because I forgot to add maxTroops to the team
leaderboard...
I completely forgot that troops are also shown on the team leaderboard
Before:
<img width="905" height="309" alt="Screenshot 2025-12-17 022043"
src="https://github.com/user-attachments/assets/c2f95c0b-86a5-4447-bbfc-1925d70005f6"
/>
After:
<img width="778" height="309" alt="Screenshot 2025-12-17 025028"
src="https://github.com/user-attachments/assets/fe6c968a-7867-4be9-8ee1-65f2baa26190"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
### Santa:
- spawn randomly on the map every minute:

### Nuke changes:
- Atom: small gift
- Hydro: big gift
- MIRV: shooting star

### Nuke fallout FX:
- melting snowman
- happy elves
- elves needing assistance

## 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:
IngloriousTom
## Description:
In the main discord, people seem to be divided in their opinions about
this.
But lets see what the playtest-people are saying, we can easily roll
this back.
<img width="197" height="312" alt="Screenshot 2025-12-15 220648"
src="https://github.com/user-attachments/assets/c6acd1f8-03b1-4949-b15e-6a32f8460e18"
/>
<img width="405" height="323" alt="Screenshot 2025-12-15 220623"
src="https://github.com/user-attachments/assets/21190a6f-1a0b-4db3-b6d0-c0722e98902a"
/>
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin
## Description:
Common issue reported by several people (many times by Enzo) now finally
fixed.
If you scroll to the bottom of the events panel the scroll position now
always stays there.
This behavior was previously implemented with CSS only, which apparently
did not work properly. Now we use javascript.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
FloPinguin