## Description:
Based on [this suggestion on
Discord](https://discord.com/channels/1284581928254701718/1447110257196138577)
and feedback gathered in [this
thread](https://discord.com/channels/1359946986937258015/1469598906173227184).
Supersedes #3143
This PR introduces "ghost railways": when you are going to place a city
or port, previews railway connections that will be made when actually
building the structure.
Ghost railways are skipped if the structure is going to be snapped to
existing railways (as in railway snapping functionality introduced in
#3156 ).
### Video
https://github.com/user-attachments/assets/ff8cf325-6501-4df8-801d-c8ae3ced3d0e
### Ghost rails color revisited
black with 40% opacity
<img width="695" height="430" alt="image"
src="https://github.com/user-attachments/assets/272efbcc-4185-426a-921c-7fae61f6c462"
/>
## 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:
PR 3/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220. Follows on already
merged https://github.com/openfrontio/OpenFrontIO/pull/3233 and
https://github.com/openfrontio/OpenFrontIO/pull/3234.
Please see if these can be merged for v30.
- **ClientGameRunner**: removed two redundant myPlayer===null checks
since that was already done right above, instead use !.
- **BuildMenu**: just like in UnitDisplay, assign public PlayerActions
default value of null. So that in canCreateOrBuild, where we already do
a === null check on it btw, we can safely skip the assignment to const
buildableUnits and just directly loop over
this.playerActions.buildableUnits.
- **RadialMenuElements**: don't call canBuildOrUpgrade 3x in
CreateMenuElements for the .map on flattenedBuildTable, instead do it
once and re-use outcome.
## 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
## Description:
PR 1/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220.
Please see if these can be merged for v30.
- **BuildMenu**: remove one redundant comment about replacing an icon
(which has been done long ago already). And fix typo in one other
comment.
- **Worker.worker**: correct some existing error messages.
## 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
## Description:
PR 2/x in effort to break up PR
https://github.com/openfrontio/OpenFrontIO/pull/3220.
Removes unused code and properties.
- **Game.ts** and **DefaultConfig** unitInfo: removed
_canBuildTrainStation_ and _expirimental_ properties, as they weren't
used anywhere anymore.
- **PlayerActionHandler**: remove unused getPlayerActions, the only
potential caller MainRadialMenu already just calls myPlayer.actions via
GameView directly.
- **StructureIconsLayer**: remove unused PlayerActions
## 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
## Description:
Win modal animation looks bugged (https://youtu.be/fmR4nZL5RLg?t=3839)
Just remove it, make the game feel snappier
Reported by Wonder
## 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
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
- Fix HeadsUpMessage appearing above Settings modal
- Fix HeadsUpMessage appearing above Leaderboard
- Remove PlayerInfoOverlay show/hide animation (we need quick access to
the data!)
- Close PlayerInfoOverlay on tap outside the map (gray area)
- Fix error when tapping gray area outside the map
- Close PlayerInfoOverlay on click/tap on itself
## 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:
Before:
<img width="445" height="501" alt="Screenshot 2026-02-16 205903"
src="https://github.com/user-attachments/assets/3add2b1c-f108-4138-9066-ce16ce9fb76d"
/>
After:
<img width="484" height="515" alt="Screenshot 2026-02-16 210819"
src="https://github.com/user-attachments/assets/cb7ba559-535e-4e87-a4b2-4bf744b98e6e"
/>
## 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:
While loading the main page we also load a lot of map manifests and
thumbnails.
On prod its especially extreme, because we don't have "featured maps"
there (186 json requests!).
With this PR we only load the files when the map display is in the
viewport.
On main.openfront.dev (main page load):
<img width="425" height="539" alt="image"
src="https://github.com/user-attachments/assets/156338d2-7a3f-4518-a726-cb3dec3df908"
/>
## 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:
Fix console error triggered by this.game being undefined but WinModal
render() still tries to get this.game.myPlayer?.
There is no guard needed in tick() or show() (the latter only called by
tick). Because when this.game is undefined tick() won't be called
anyway.


## 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
## Description:
make usernames linkable in news
now:
<img width="399" height="153" alt="image"
src="https://github.com/user-attachments/assets/39644fe2-9af1-4765-b839-9f8b5f9d0418"
/>
before:
<img width="409" height="82" alt="image"
src="https://github.com/user-attachments/assets/d7a1c37e-63cf-4417-ac61-c6db39a33851"
/>
## 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: iamlewis <lewismmmm@gmail.com>
Resolves#3154
## Description:
#2716 introduced nuke cancellation logic on alliance acceptance via
`AllianceRequestReplyExecution`. The radial menu action, though, calls
`AllianceRequestExecution` instead, which accepts the alliance if a
request has already been made by the other player.
This PR moves the nuke cancellation logic to `GameImpl`, hooking into
the `acceptAllianceRequest` method, therefore accounting for every
alliance acceptance, regardless of the specific action that brought to
that.
## 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:
After an internet problem or page reload the game catches up, replaying
the ticks.
But especially new players might be confused what is happening. The game
runs fast???
And you can't easily tell when its finished catching up. You need to
spot when it stops running faster than usual.
So add a HeadsUpMessage to tell people what is happening.
https://github.com/user-attachments/assets/6fcdd85f-c58e-4549-89d0-5ba51df39339
## 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
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
## Description:
The ghost structure calls player actions each frame, which is costly
since it's checking for all possible actions.
This add a unit list filter in actions so if there are units it only
checks for buildability of those units.
Before:

Player actions takes 20-30% of the worker
After:
<img width="825" height="342" alt="image"
src="https://github.com/user-attachments/assets/36e47547-5028-4dc9-bc42-e17df4a87200"
/>
Player actions takes 1-3% of the worker
Both performances are relevant only when a ghost structure is selected
## 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:
Mr. Box
## Description:
- **Dynamic sidebar offset for top bars** - GameLeftSidebar,
GameRightSidebar, and PlayerInfoOverlay now shift down when SpawnTimer
and/or ImmunityTimer bars are visible (7px per bar). Implemented via
events.
- **Fixed text overflow** in HeadsUpMessage.ts (Random spawn message is
long)
- **Fixed inconsistent text sizing** in EventsDisplay
- **Alliance icon horizontal** in PlayerInfoOverlay so the size of the
overlay doesn't change if there is an alliance
- **Nation relation coloring** - Nation player names are now colored
based on their relation
- **Background & Blur Unification**
- **Border Radius & Page Edge Gap Standardization**
- **EventsDisplay collapsed button:** Fixed badge hidden / inline-block
CSS conflict (conditional rendering), added gap-2 between text and badge
- **Right panel spacing:** Changed right container from sm:w-1/2 to
sm:flex-1 to fill remaining space
- **Leaderboard**: Rounded grid corners (rounded-lg overflow-hidden),
removed last-row border, added `willUpdate` for auto-refresh on
hide/show click, plus button styled to match toggle buttons
- Other little CSS fixes (margins etc)
Showcase:
(Note the red mexico name on betrayal)
https://github.com/user-attachments/assets/f0ed91de-3a07-4564-a209-3d7723edee55
Two progress bars at the top, mobile UI not cut off:
https://github.com/user-attachments/assets/83f1fd64-ceab-4a74-8d16-6e1eeea1709d
HeadsUpMessage text overflow fixed, SpawnTimer does not cut off the
PlayerInfoOverlay:
<img width="516" height="929" alt="Screenshot 2026-02-14 214410"
src="https://github.com/user-attachments/assets/74f0edea-8c01-4394-a3d0-a3245922e0da"
/>
Previous:
<img width="306" height="118" alt="Screenshot 2026-02-14 213705"
src="https://github.com/user-attachments/assets/a7c7e8f3-f0e8-4213-8a8f-4f3677e9fc98"
/>
Smaller event panel text:
<img width="594" height="975" alt="Screenshot 2026-02-14 215738"
src="https://github.com/user-attachments/assets/33e80570-9260-40b0-b810-c71eda4861fc"
/>
## 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:
This implements the backend for multiple lobbies in preparation for
https://github.com/openfrontio/OpenFrontIO/pull/3191
The server now schedules & sends a map of game type (ffa, teams,
special) => public lobbies.
NOTE: this is just temporary, the lobby only shows ffa currently.
Have the Master scheduler schedule ffa, teams, & special games.
## 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:
I added a small refresh time text (see screenshots below).
> I play ranked a lot since it's been added and I just reached the top
100 (yay !!), I was wondering what was the refresh time so after I found
it in the code, I wanted to add a small text for easier understanding :)
<details>
<summary><h2>Open Screenshots "players" here</h2></summary>
Before "players" :
<img width="622" height="645" alt="image"
src="https://github.com/user-attachments/assets/d3335954-8e16-4465-b09f-89d03defe643"
/>
After "players" :
<img width="628" height="637" alt="image"
src="https://github.com/user-attachments/assets/fd89df53-0942-4869-bfb5-9c7e7497af38"
/>
</details>
This can be edited as you want but I did not added the text in the
"clans" section.
I did not added any test in the tests files since this is a minor UI
improvement, but I can if needed, And I do tested everything locally
myself to take the screenshots :)
## 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:
@noleet
## Description:
- Remove alliances on death: after death, alliances would stay active
including countdown timers and (when dead player kept spectating) icons.
Now remove them when player becomes inActive.
- Moved code to private method within PlayerExecution + added comments
in NationExecution and BotExecution for more clarity as to where
removals are performed from at death
- Remove renewal request from Events Display when Alliance doesn't exist
anymore (after death or otherwise).
- Also cleanup this.alliancesCheckedAt when alliance doesn't exist
anymore. Before, old/broken alliance id's would accumulate in it during
a game.
- Removed now-redundant isAlive check in EventsDisplay. Both the
alliances array as the isAlive are updated in the same tick from
PlayerUpdates so now alliance is removed from alliances array on player
death, the other.isAlive() check is no longer needed. Of course we could
keep it in just to be very safe, so just let me know when you're
doubtful about this.
- Attack.test.ts: fix failing test. Player B dies because of the attack,
meaning the alliance now gets removed. Prevent this by gving both a
different, adjecent, starting tile. And to be more clear about what is
needed for the test to pass, add isAlive check for both of them after
the attacks.
## 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
## Description:
Adds 30 seconds of PVP immunity to 5M starting gold modifier games.
So you cannot insta-nuke other players.
Because I'm sure people would be confused "I cannot attack!!!!" I added
a HeadsUpMessage which informs about the PVP immunity.
We already have a ImmunityTimer progress bar but I don't think its
enough.
<img width="1270" height="745" alt="image"
src="https://github.com/user-attachments/assets/0ee23dc4-1c7b-4d62-8b3d-8de214f03c2b"
/>
I had a second count in the HeadsUpMessage (seconds until PVP immunity
is over) but it felt too busy. So I removed it. You can tell when PVP
immunity is over by looking at the progress bar.
## 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
---------
Co-authored-by: Evan <evanpelle@gmail.com>
## Description:
UI Extraction Host/Solo Modal
- Made all buttons do the same "press" feel (options/settings/random
map) are now the same as the map button.
- Also fixed a bug where you could "drag" the map image off the button.
## 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:
Added rewarded video ads for skin trials via Playwire's
manuallyCreateRewardUi API. Users can now click "Try me" to watch a
video ad and receive a temporary skin trial. Upon completion a temporary
flare is granted to the player so they have ~5 minutes to use the skin.
added getPlayerCosmeticsRefs and getPlayerCosmetics to Cosmetics.ts to
centralize cosmetic retrieval & validation.
<img width="801" height="534" alt="Screenshot 2026-02-10 at 7 58 14 PM"
src="https://github.com/user-attachments/assets/51cc378c-2feb-4692-8cf2-20ee54cea3b8"
/>
## 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:
Title
## 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:
Title
## 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
Relates #2260
## Description:
Move outgoing & incoming boat & land attacks to a new "AttacksDisplay"
layer that sits on top of the ControlPanel. The idea is to break up
EventsDisplay so it's easier to find information. It's also more mobile
friendly.
It still needs more styling, but this just a first pass.
<img width="356" height="199" alt="Screenshot 2026-02-09 at 4 44 38 PM"
src="https://github.com/user-attachments/assets/c8e32972-be3b-469b-b7c7-982197c1d572"
/>
<img width="750" height="436" alt="Screenshot 2026-02-09 at 4 44 18 PM"
src="https://github.com/user-attachments/assets/5359459b-015e-432f-81bf-1561cc64babe"
/>
<img width="537" height="537" alt="Screenshot 2026-02-09 at 4 43 33 PM"
src="https://github.com/user-attachments/assets/edc7a07e-3589-4107-b017-38e00768c5cf"
/>
<img width="487" height="283" alt="Screenshot 2026-02-09 at 4 44 05 PM"
src="https://github.com/user-attachments/assets/1a3886c7-57e3-4247-92c5-3a13876c2a71"
/>
## 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:
Many inapropriate names bypass the current filter. This PR does the
following:
1. Moves name censoring to server side so inappropriate names are
scrubbed before being sent to the client
2. Requests a list of profane words from the api, this allows us to
quickly add new profane words in the admin panel without having to
redeploy.
## 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#1276
## Description:
Orange betrayal button if the player is a traitor or disconnected.
So people can easier tell that this is a betrayal without consequences.
The color changes back to red without reopening the menu (live) when the
traitor debuff ends or the player reconnects.
<img width="268" height="257" alt="image"
src="https://github.com/user-attachments/assets/276e91ce-e49d-474c-afaa-ffa18d45a2c7"
/>
## 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
---------
Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Fix railroads coordinates to remove dead pixels
<img width="281" height="248" alt="image"
src="https://github.com/user-attachments/assets/dca6a954-c28f-44c0-8a5e-a7ad147f5dd2"
/>
## 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:
Mr. Box
## Description:

The `RailroadLayer` simply displays tiles as instructed by the core
worker. While it's practical for the layer to only care about the tiles,
it also means it has no understanding of railroads as entities (their
paths, connections, or identities).
It also means that the core worker is responsible for rendering tasks
such as tile orientation and construction animation, which is not
expected.
To support ID-based events and better separation of concerns, the
rendering layer needs to be aware of complete railroads. With this
change, the core worker can send the tiles once and subsequently
reference railroads only by ID for all other events.
#### Changes:
- `RailroadLayer` now stores full railroad data instead of only
individual tiles
- `RailroadLayer` is responsible for animating newly built railroads
- Add a new `RailroadSnapUpdate` sent when a new structure is built over
an existing railroad. This event is used by `RailroadLayer` to keep
railroad ID in sync.
- When hovering over a railroad, the render worker is querying the core
worker about overlapping railroads.
Alternatively, RailroadLayer could compute overlaps itself now that it
has full railroad knowledge, but this logic would need to be duplicated
and kept in sync across workers. Keeping a single source of truth in the
core worker is preferred.
#### Edgecases:
- When a structure snaps over a railroad, the original railroad is split
into two new railroads. If the construction animation is still in
progress, instead of resuming the animation at the correct point on the
new railroads, all remaining tiles are rendered immediately
- Previously, `RailroadUpdate` handled both construction and
destruction. This no longer works with `RailroadSnapUpdate`, as event
ordering is now pretty important and IDs may be lost before they are
consumed.
To address this, RailroadUpdate is split in two:
`RailroadConstructionUpdate` and `RailroadDestructionUpdate`.
## 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: jrouillard <jon@rouillard.org>
## Description:
Fixes issue where you can't boat into an AFK/disconnected ally from the
radial menu:
https://www.youtube.com/clip/UgkxRXy2Y9BrmCiQRSFJnhVFanR5NRsG9pzu
## 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
## Description:
Fixes issue where you can't boat into an AFK/disconnected ally from the
radial menu:
https://www.youtube.com/clip/UgkxRXy2Y9BrmCiQRSFJnhVFanR5NRsG9pzu
## 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
## Description:
- Removed all code related to generating a client ID on the client. The
server now assigns the client ID and sends it to the client in lobby
messages.
## 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:
Test if translation is being used from en.json test with a small bugfix
for a regression that happened in an old 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:
w.o.n
## Description:
Adds a "Play Again" requeue button to the victory/defeat modal for
Ranked 1v1 games. When clicked, it navigates the player back to the
homepage and automatically opens the matchmaking modal to queue for
another ranked match.
Changes:
- WinModal.ts: Added isRankedGame state, purple "Play Again" button
(only shown for ranked 1v1), and _handleRequeue() method
- Main.ts: Added ?requeue URL parameter handling to trigger matchmaking
modal on page load
- en.json: Added "requeue": "Play Again" translation string
- added tests to WinModal.test.ts
Note: temporarily set isRanked flag to true to get the modal to pop in a
solo match on dev server and confirmed that ?requeue URL parameter
called _handleRequeue() correctly, which opened the sign in process
since actually signing in and queuing for a ranked match isn't possible
on dev server.
<img width="771" height="364" alt="play-again"
src="https://github.com/user-attachments/assets/6e3f5a02-f1ae-465a-9b28-656126c11d3d"
/>
## 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:
skigim
## Description:
Changes the leaderboard + / - buttons to follow the styling of other
buttons.
Suggested by @FloPinguin
## 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
***
Screenshots:
Example with previous (above) and new style (below):
<img width="539" height="186" alt="image"
src="https://github.com/user-attachments/assets/896e3fba-4dfb-4e12-a6bf-f2c363faf485"
/>
Example with previous (above) and new style (below) with onhover effect:
<img width="555" height="307" alt="image"
src="https://github.com/user-attachments/assets/b76aaa80-2839-4e6c-b244-9af6ce569a9a"
/>
##Discord username: martoi
***
Signed-off-by: MartinIvovIv <https://github.com/martinIvovIv>
## Description:
This PR resolves issue #3058 where the "win modal" incorrectly
displayed a **"Keep Playing"** button instead of **"Spectate"** when a
player's team won but the player themselves was already dead.
### The Problem
In WinModal.ts, the button text logic only checked `this.isWin`
(whether the team won) but didn't verify if the player was still alive.
This caused dead players on winning teams to see "Keep Playing"
instead of "Spectate".
### The Solution
Updated the button rendering logic in
`src/client/graphics/layers/WinModal.ts:82` to check both the win
condition AND the player's alive status:
```typescript
// Before
${this.isWin
? translateText("win_modal.keep")
: translateText("win_modal.spectate")}
// After
${this.isWin && this.game.myPlayer()?.isAlive()
? translateText("win_modal.keep")
: translateText("win_modal.spectate")}
```
This approach maintains clean separation of concerns:
- this.isWin continues to represent whether the player's team won
(true/false)
- The button text logic now checks both team victory and player alive
status
- This ensures the correct button appears based on the player's actual
state
Behavior After Fix
- Alive players on the winning team → "Keep Playing"
- Dead players on the winning team → "Spectate"
- Any player on the losing team → "Spectate"
Testing Performed
1. Code Audit: Verified myPlayer().isAlive() correctly reflects the
eliminated state in Teams mode.
2. Build Verification: Ran npm run build and npm run build-prod to
ensure no regressions in the UI layer.
3. Type Safety: Ran tsc --noEmit to confirm the fix is fully compliant
with the project's TypeScript strictness.
---
Closes#3058
## 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:
ghadi8097
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves#3126
## Description:
update & move reached_limit check
## 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: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description:
Reduce FX layer rendering cost by:
- Updating the offscreen FX buffer only when needed (and clearing it
once when FX ends).
- Drawing only the visible portion of the FX buffer to the main canvas
(viewport culling).
- Reusing `TransformHandler.screenBoundingRect()` as the single source
of truth for viewport bounds.
-
## Changes
- `FxLayer`:
- Track buffered frames and skip work when there are no active FX.
- Use `performance.now()` for refresh timing.
- Draw only the visible map rect (clamp + small pad) instead of blitting
the full map-sized FX canvas.
- Compute the visible rect via `TransformHandler.screenBoundingRect()`.
- `GameRenderer`:
- Thread `TransformHandler` into `FxLayer` construction.
## 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:
Added source for join context
## 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:
Currently only the master process sends public lobby updates to clients.
This is not scalable since it could overload the master process.
In this PR, the master uses IPC to send public lobby info to all
workers. Then clients connect to a random worker to get public lobby
updates via websocket. This way clients never connect directly to the
master websocket.
The flow looks like this:
Every 100ms:
1. Master schedules a public game on a random worker if new games are
needed
2. Master broadcasts public lobby info to all workers (all public games
& num clients connected to each game)
3. Each worker responds to that update with the number of clients
connected to its own public games
4. Master then updates its public lobby state so it knows how many
clients are connected to each public game
## 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