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.
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.
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.
Moves the AlternateViewEvent / ToggleCoordinateGridEvent subscriptions out of
ClientGameRunner into a dedicated controller in src/client/controllers/. Also
wires ToggleCoordinateGridEvent (M keybind) — previously emitted with no
listener — so the persistent coordinate-grid toggle works. Grid + alt-view
hide names only under alt-view; M keeps names visible.
## Description:
Reworks the visual look of nuked tiles to read uniformly green (no more
brown/black bleed-through), and moves the ember "particle" effect out of
the border passes — where it lived as a storage-sharing hack — into the
fallout system where it belongs.
## What changed visually
- **Fresh fallout**: bright uniform bloom with a hint of flickering
green particles dampened on fresh tiles, ramping up as heat decays
(`particleFreshScale` controls the fresh-tile dampening).
- **Stale fallout**: dark-green ground (was near-black charcoal), with
full-strength flickering particles in dark-green ↔ light-green.
- **Particles**: per-tile flicker is now de-synced (each tile pulses at
its own rate, 0.4×–1.6× base speed) so the eye can't lock onto a global
rhythm.
- **No more brown/black pixels** in fallout zones. Two root causes were
fixed:
- The territory pass now renders stale-nuke ground for **all** fallout
tiles, not just unowned ones — so an owned player's color can't show
through where the bloom is dim/transparent.
- The ember stamp (which fully replaced tile color with orange) is gone;
particle render is now additive and color-tuned green.
## Architecture cleanup
The ember effect was conceptually fallout-domain, but lived in
`BorderComputePass` (writing intensity into `borderTex.g`) and
`BorderStampPass` (stamping orange dots), just because the border pass
already had an RGBA8 texture with a free G channel. Two consumers read
from it (`BorderStampPass`, `FalloutLightPass`), and the per-tile
flicker math used no border data at all.
This PR relocates the math inline into the two passes that actually need
it (`FalloutBloomPass.extract.frag.glsl` and
`FalloutLightPass.fallout-light.frag.glsl`), drops the ember code from
both border passes, and renames `mapOverlay.ember*` →
`falloutBloom.particle*` so the settings live with their pass.
Side benefits:
- **Animation correctness**: the old setup only updated ember intensity
when `BorderComputePass`'s dirty flag flipped (highlight change,
relations update, etc.), so the supposed flicker was actually a frozen
snapshot between border events. The new inline path runs every frame as
intended.
- **Slightly cheaper per-frame compute**: removed a per-dirty-event
full-map writeback to `borderTex.g`; added a few cheap ALU ops (1 sin +
2 hashes) per fallout tile in shaders that were already running. Same
texture memory.
## Other small changes
- Renamed `mapOverlay.charcoal*` → `mapOverlay.staleNuke*` (charcoal was
a misnomer now that the ground is green).
- Added `staleNukeR/G/B` for the ground color (was hardcoded grey).
- `intensityHot` bumped 0.6 → 1.8 for a brighter fresh-nuke glow.
- Raised `railroad.railMinZoom` 2 → 4 and `railDetailZoom` 4 → 6 so
rails pop in later (separate small commit).
<img width="354" height="371" alt="Screenshot 2026-05-22 at 10 37 34 AM"
src="https://github.com/user-attachments/assets/03b46c45-c617-41b3-b3e4-9934f064bfe1"
/>
<img width="335" height="358" alt="Screenshot 2026-05-22 at 10 37 43 AM"
src="https://github.com/user-attachments/assets/af370b19-8f22-4694-9859-1ad52aa755a7"
/>
<img width="651" height="613" alt="Screenshot 2026-05-22 at 10 38 09 AM"
src="https://github.com/user-attachments/assets/e06e5101-8529-49f6-b29a-ce0563eb52d6"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
In the WebGL implementation, room was reserved for emoji icon between
the status icons and the name.. This is a regression from the HTML
NameLayer and it looks weird having that space sit there unused the
majority of the time when no emoji is shown.
Show status icons closer above names again.
And when emoji icon is shown shortly, display it in place of the other
icons (with the HTML NameLayer it would be drawn on top of the other
icons but that could look messy and it's only for a short time anyway).
Not addressed in this PR: icon size is different from before WebGL
implementation, they seem smaller.
**BEFORE (after initial WebGL implementation):**
<img width="1007" height="577" alt="Icons too high up because room is
kept for emoji while on canvas they where stacked"
src="https://github.com/user-attachments/assets/ca6937c8-e265-467d-a8f5-1424540da1c1"
/>
**AFTER:**
<img width="816" height="538" alt="Icons closer and stacked again just
their size needs attention later on"
src="https://github.com/user-attachments/assets/8a700d23-ea82-4b61-b897-109dbd0e3a32"
/>
<img width="1878" height="758" alt="Icons closer and stacked again just
their size needs attention later on B"
src="https://github.com/user-attachments/assets/f6502ad1-8a6a-4dd8-80a1-7f0f2ed590a3"
/>
<img width="443" height="335" alt="Emoji replaces normal status icons
this was after emoji was just shown"
src="https://github.com/user-attachments/assets/a8b35385-08d1-4c00-9881-9607d880048e"
/>
## 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:
tryout33
relates to #893
## Description:
Territory updates were uploaded in one shot per game tick, producing a
10 Hz tile update which looked choppy. This change drips each tick's
tile changes across the ~6 render frames between ticks so the fill flows
continuously instead of stepping.
Inside TerritoryPass, each changed tile is hashed by ref into one of N
buckets (configurable via tileDrip.bucketCount, set to 9 — gives ~50 ms
of jitter headroom over the tick period without making attacks feel
laggy). One bucket drains per render frame. The stable per-ref hash
keeps repeated updates to the same tile in arrival order, so the latest
owner always wins.
While in there, moved trail state ownership out of TerritoryPass and
into TrailPass where it belongs — the territory shader doesn't sample
trailTex, so the colocation was just code-reuse drift.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Display territory skins (patterns) again.
## 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:
tryout33
SpawnOverlayPass had everything wired except a caller. WebGLFrameBuilder
now collects spawned human players each tick during spawn phase and
pushes their territory centroid + color through view.updateSpawnOverlay.
myPlayer reads as white so the local-player ring stands out.
Reshaped the shader animation: dropped the growing-disc effect, gave
the ring a true breath — radius scales 0.5×→1.15× while opacity pulses
35%→100% in phase. Replaced the sharp inner-edge ramp with a smooth
center-to-boundary fill so there's no hard cutoff or empty hole in
the middle. animSpeed bumped to 0.0035 (~1 breath/sec).
The hover wiring already pushed setHighlightOwner into the border pass,
but the WebGL canvas has pointer-events: none (post-migration to the
inputOverlay div) so MapInteraction's pointermove listener never fired.
Forward pointermove from the input overlay to view.handlePointerMove
so hover actually triggers.
While there, brighten every tile owned by the hovered player — the
territory frag shader now reads uHighlightOwner / uHighlightBrighten
and mixes toward white when the tile owner matches. Wired through
territory-pass.ts; renderer.setHighlightOwner forwards to both border
and territory passes. New highlightFillBrighten setting (0.15) keeps
the fill tint tunable independently of the existing highlightBrighten
border setting, which is dropped from 0.6 → 0.25 so neither effect
blows out.
The cycling sun/moon animation was distracting and not a fan favorite.
Drops the cycle path entirely — RenderSettings.dayNight.mode is now
"light" | "dark", and the cycle-only fields (cycleTicks, startPhase,
noonHold, nightHold) plus the passEnabled.dayNight toggle are gone.
getAmbient is a one-liner. The in-game mode follows the existing
darkMode UserSetting (same one that drives the page-level CSS class);
ClientGameRunner applies it on startup and on the per-key change event.
Previously structures capped at iconScale = 1.0 once zoomed past
iconScaleFactorZoomedOut, staying at a fixed pixel size no matter how
far you zoomed in. They felt overlaid on the map instead of part of it.
Add a third zoom band controlled by structure.iconGrowZoom. Past this
threshold iconScale = uZoom / iconGrowZoom — structures grow with the
canvas (world-anchored, fixed map-area coverage). Plumbed via the
uIconGrowZoom uniform on StructurePass.
Default 7 keeps normal play unchanged; only kicks in at deep zoom.
Structures collapse to a dot when zoomed out past dotsZoomThreshold.
The dot scale was hardcoded to 1.0 / 2.5 (≈0.4) in structure.vert.glsl.
Promote it to a render setting (`structure.dotScale`) so it's tunable
alongside iconSize / dotsZoomThreshold. Default 0.4 preserves current
behavior. Plumbed via uDotScale uniform on StructurePass.