## Description:
Cross-origin CSS-mask icons were failing on Chrome and Safari because
mask: url(...) triggers a CORS-mode fetch (unlike plain <img>), and
stale browser caches without ACAO break per-user. Instead change the
svgs with the appropriate colors so we don't need to mask them
## 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:
We have brand colors:
<img width="738" height="900" alt="Screenshot 2026-04-25 at 12 52 29 PM"
src="https://github.com/user-attachments/assets/aac69e87-91f2-4c3f-9f1e-f69f48f5943e"
/>
So update the homepage & in-game UI to use those colors:
<img width="1185" height="946" alt="Screenshot 2026-04-25 at 12 51
06 PM"
src="https://github.com/user-attachments/assets/89a0b12c-2db1-43d4-9500-fcf405c0f7ff"
/>
Also updated buttons to use the o-button element
## 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:
Instead of coloring nation names based on diplomatic relation, small
inline SVG face icons are now shown next to the nation name in the
player info overlay:
- 😠 **Hostile** - red angry face (furrowed brows, downturned mouth)
- 😟 **Distrustful** - orange slightly-sad face (flat mouth)
- 😊 **Friendly** - green happy face (upturned smile)
- **Neutral** - no icon shown
<img width="509" height="80" alt="Screenshot 2026-04-23 013151"
src="https://github.com/user-attachments/assets/85dc3f29-0a84-45d1-902e-e75c6cad4a44"
/>
<img width="511" height="82" alt="Screenshot 2026-04-23 012809"
src="https://github.com/user-attachments/assets/7a37c8a3-08d0-448e-9eaa-16f254a296ad"
/>
<img width="511" height="88" alt="Screenshot 2026-04-23 012741"
src="https://github.com/user-attachments/assets/d617f8ca-2315-467a-85f5-63f769bd0341"
/>
No longer conflicts with green text color because of alliance 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:
FloPinguin
## Description:
Updates Favicon and other key UI elements
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
iamlewis
---------
Co-authored-by: iamharry <harrylong0905@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
NameLayer perf part 2 after
https://github.com/openfrontio/OpenFrontIO/pull/3475 with thanks to
@scamiv. Shaves off another 10% or thereabouts, even doing something
extra for a fix (see below).
Also refactor/fixes around NameLayer and PlayerIcons, which is used by
both NameLayer and PlayerInfoOverlay, and underlying function in
GameView.
This would go well with other PR
https://github.com/openfrontio/OpenFrontIO/pull/3481, since this layer
reads multiple settings. Reasoning to not use events and instead rely on
fast caching is explained in that PR.
### Contents
- Fixes:
-- Fixes bug on .dev introduced by wrong assumption by me in previous PR
https://github.com/openfrontio/OpenFrontIO/pull/3475. displayName CAN
change during game, when Hidden Names is toggled from settings, so needs
to be put back in renderPlayerInfo.
-- Fixes longer existing bug: it was assumed Dark Mode didn't change
after creation of icon element. Now it also sets Dark Mode attribute
when updating icons elements.
-- Fixes target mark icons not being shown to team members, while the
icons were shown to normal allies. And EventsDisplay displayed message
"XX requests you attack XX" to both team members and allies already. So
why is the icon not shown to both if the message already is. While we
improve performance of GameView > PlayerView > transitiveTargets (which
is only used by NameLayer/PlayerIcons so only in this context). We can
add team members' targets to it in one go. So previously
transitiveTargets returned: your own targets and allies' targets. Now
transitiveTargets is faster and returns: your own targets and allies'
targets and team members' targets.
- NameLayer:
-- renderLayer: for target icons, getPlayerIcons used to fetch
myPlayer.transitiveTargets each time. While that doesn't change per
player we're rendering for. So now, we fetch myPlayer.transitiveTargets
once per call to renderPlayerInfo, which passes it on to getPlayerIcons.
So now we check it 1x each 100ms (renderCheckRate) inside of
renderLayer. Instead of up to 100s of times each 500ms
(renderRefreshRate) inside of getPlayerIcons inside of renderPlayerInfo
loop.
-- createBasePlayerElement and renderPlayerInfo: use cloneNode where
possible with templates
-- createPlayerElement: only find the elements and set font and flag.
Leave the rest to renderLayer > renderPlayerInfo which fills displayName
and troops and font color very soon after anyway. I haven't noticed a
difference in testing.
-- cache game.config() and others
-- renderPlayerInfo: remove check if render.flagDiv exists, we know it
exists. Check if fontColor changed before assigning it (it never
changes, currently, be it dark mode or light mode). Don't check if
troops or size changes, that happens so often that the overhead for
checking would be smaller than the win, probably.
-- We don't require nameLocation to be changed to change scale (see
previous Namelayer perf PR for the reason). But it seems good to check
if the transform changed before 'overwriting' it, so do that now
instead.
-- Remove Alliance icon DOM traversals. Only do it once, for each time
an alliance icon is displayed. To this end, also made NameLayer more
agnostic on Alliance icon stuff. By moving more code to PlayerIcons. See
below.
-- Use cached allianceDuration instead of fetching this static value
every time
-- Re-use from PlayerIcons: ALLIANCE_ICON_ID, TRAITOR_ICON_ID etc
-- create more sub-functions to make the icons loop in renderLayer more
readable: handleEmojiIcon, handleAllianceIcons,
createOrUpdateIconElement (createIconElement already existed, now
combined), handleTraitorIcon.
For Alliance icons, this was already done in PlayerIcons.ts through
createAllianceProgressIcon (now createAllianceProgressIconRefs), and
more now to skip some DOM traversals. But most of this belongs in
NameLayer itself when it comes to seperation of concern.
- cache dark mode (as boolean and as string)
- use dark mode to update (alliance) icons too, not only on create,
since the setting can change after icon element creation and before it
is removed
-- for getPlayerIcons, add this.alliancesDisabled. If disabled,
getPlayerIcons won't fetch Alliance icon and Alliance Request icon.
- PlayerIcons:
-- use cloneNode where possible
-- added check for alliances disabled: then skip alliance (request) icon
checks
-- See point under NameLayer about the move of Alliance icon code to
PlayerIcons. To make NameLayer even more agnostic on it and keep it in
one place.
-- getPlayerIcons: skip creating a new Set from
myPlayer.transitiveTargets() each time getPlayerIcons is called. One
allocation less. Just do .includes on the returned array. Probably just
as fast in this case, also because not many Targets are present many
times anyway.
-- getPlayerIcons: on outgoingEmojis(), use .find() instead of .filter()
since we only use the first result anyway and it saves us another
allocation.
-- getPlayerIcons: for nukes, only fetch the ones from the player we're
rendering for, not all game nukes. Also don't use .filter() and just a
normal loop to skip an allocation. Logic outcome is the same.
-- getPlayerIcons: for target icons, it used to fetch
myPlayer.transitiveTargets each time. While that doesn't change per
player we're rendering for. So now, NameLayer fetches
myPlayer.transitiveTargets once per call to renderPlayerInfo, which
passes it on to getPlayerIcons.
-- Remove the need for querySelector and getElementsByTagName("img")
alltogether. Since this would be done for every time an alliance was
(re-)created, here in createAllianceProgressIconRefs in PlayerIcons it
makes more sense to not do DOM traversal than in createPlayerElement in
NameLayer where we only do it once per player per game anyway. We assume
updateAllianceProgressIconRefs just knows of all image names in
createAllianceProgressIconRefs. This is a bit less dynamic and
maintainable maybe, but i think worth the win. And the functions are all
one-purpose and not meant to be used dynamically by another caller
anyway.
-- So instead of updateAllianceProgressIconRefs looping through
refs.images, now just update the different images each. See point above.
- PlayerInfoOverlay: also re-use the new exported consts from
PlayerIcons. Since we put those in PlayerIcons anyway, need to be
consistent. Even though PlayerInfoOverlay is outside of the scope of
this PR otherwise.
-- for getPlayerIcons, add this.alliancesDisabled here too. If disabled,
getPlayerIcons won't fetch Alliance icon and Alliance Request icon. We
also send includeAllianceIcon = false, which means Alliance icon will
already be excluded but Alliance Request icon is normally still fetched
and shown.
- GameView > PlayerView: for transitiveTargets (only used in
NameLayer/PlayerIcons so only in this context), improve performance. It
did several allocations. Now it loops directly over the arrays we need.
Also (as mentioned under Fixes) previously transitiveTargets returned:
your own targets and allies' targets. Now transitiveTargets is faster
and returns: your own targets and allies' targets and team members'
targets.
**BEFORE**

**AFTER** (including now getting team members' targets for
myPlayer.transitiveTargets)

## 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:
Add support for purchasable/gated flags.
* Create a new "Store" modal that renders both skins & flags
* move all store related logic out of TerritoryPatternsModal
* use nation:code for existing nation flags & flag:key for gated flags
* check if user has the appropriate flags before purchasing
## 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:
This reworks asset delivery and cacheability across the app and moves
non-bundled public resources onto immutable, content-hashed URLs.
Vite bundle outputs continue to live under `/assets/**` and remain
content-hashed by Vite. Public resources that were previously fetched
from stable paths in `resources/` now go through a custom hashed
namespace under `/_assets/**`, backed by a generated asset manifest that
is available to the server, browser, and worker runtime.
In parallel, the root app shell is now cacheable shared HTML instead of
request-time `no-store` HTML. Dynamic and live routes remain explicitly
uncached.
## Why
- Improve browser and Cloudflare cacheability for static assets.
- Remove query-string and release-version cache busting for
runtime-fetched assets.
- Allow unchanged public assets to keep the same URL across releases.
- Reduce avoidable work on `/` by serving a shared app shell instead of
rendering HTML on every request.
- Make cache behavior explicit instead of relying on mixed framework
defaults and file-extension heuristics.
## What Changed
### 1. Content-hashed public asset pipeline
- Added a build-time public asset manifest and hashing pipeline for
non-Vite resources.
- Production now emits hashed public assets under `/_assets/**`.
- Added runtime manifest loading for Node so server-rendered paths
resolve against built hashed files instead of rebuilding from source at
runtime.
- Emitted the runtime asset manifest as an ESM module for server
consumption.
Result:
- `/assets/**` = Vite-managed hashed bundle outputs
- `/_assets/**` = custom content-hashed public resources
### 2. Runtime asset URL migration
- Added a shared `assetUrl(...)` resolution path.
- Migrated runtime references away from query-string versioning and
stable source paths.
- Updated browser, worker, and server-side rendering paths to resolve
through the asset manifest.
- Moved map manifests, map binaries, thumbnails, sprites, sounds, fonts,
flags, icons, screenshots, and other runtime-fetched resources onto
hashed URLs.
### 3. Map and preview fixes
- Fixed directory and per-file map asset resolution so map manifest and
binary fetches resolve to the correct hashed URLs.
- Updated preview metadata and map thumbnail paths to use the hashed
asset namespace.
- Fixed runtime manifest loading in prod after deployment.
### 4. Explicit cache policies
- Added explicit immutable cache headers for:
- `/assets/**`
- `/_assets/**`
- worker-prefixed equivalents under `/wN/...`
- Added explicit `no-store` headers for live and dynamic APIs.
- Removed the old `/api/env` bootstrap request and baked `gameEnv` into
the HTML bootstrap instead.
### 5. Cacheable root app shell
- Refactored the root HTML path to serve a shared app shell with:
- `Cache-Control: public, max-age=0, s-maxage=300,
stale-while-revalidate=86400`
- `/` and the SPA fallback now serve shared cacheable HTML instead of
request-time `no-store` rendering.
- `/game/:id` remains dynamic and `no-store`, but now reuses the shared
shell before injecting preview tags.
### 6. Matchmaking instance handling
- Because the app shell is now cacheable, `INSTANCE_ID` was removed from
shared HTML.
- Added `/api/instance` as a temporary `no-store` runtime lookup used
only by matchmaking.
- This preserves correctness with the current random-per-boot
`INSTANCE_ID` model while keeping `/` cacheable, but it is not the
intended long-term design.
## Behavior Changes
### Asset URL contract
Production URLs for non-Vite public resources now change from stable
paths such as:
- `/maps/...`
- `/images/...`
- `/manifest.json`
to content-hashed paths under:
- `/_assets/...`
Examples:
- `/_assets/maps/<map>/manifest.<hash>.json`
- `/_assets/images/Favicon.<hash>.svg`
### Bootstrap/config
- `/api/env` is removed.
- `gameEnv` is now bootstrapped from HTML.
### HTML caching
- `/` and the SPA fallback are now cacheable shared HTML.
- `/game/:id` remains dynamic.
## Cache Matrix After This Branch
- `/_assets/**`: `public, max-age=31536000, immutable`
- `/assets/**`: `public, max-age=31536000, immutable`
- live `/api/**`: explicit `no-store`
- `/api/health`: explicit `no-store`
- `/api/instance`: explicit `no-store`
- `/game/:id`: explicit `no-store`
- `/` and SPA fallback: `public, max-age=0, s-maxage=300,
stale-while-revalidate=86400`
## Notes / Tradeoffs
- `/api/instance` is a temporary compromise. It exists because
`INSTANCE_ID` is currently random per boot, which is not safe to embed
into cacheable shared HTML.
- The current matchmaking flow still asks the client to provide
`instance_id` during `matchmaking/join`. That is functional, but it is
the wrong ownership boundary: instance selection should be handled by
the matchmaking service, not by the browser.
- The cleaner end-state would be:
- make `matchmaking/join` stop requiring `instance_id` from the client,
and let the matchmaking service select a healthy instance from worker
check-ins
- This branch makes the origin behavior edge-cache-friendly, but
Cloudflare still needs matching cache rules if HTML itself should be
cached at the edge.
## Validation
Verified during development with:
- `npx tsc --noEmit`
- `node node_modules\\vite\\bin\\vite.js build`
- `node node_modules\\vitest\\vitest.mjs run
tests/server/RenderHtml.test.ts tests/server/NoStoreHeaders.test.ts
tests/server/StaticAssetCache.test.ts
tests/core/configuration/ConfigLoader.test.ts`
Additional targeted tests added:
- `tests/AssetUrls.test.ts`
- `tests/core/game/FetchGameMapLoader.test.ts`
- `tests/core/configuration/ConfigLoader.test.ts`
- `tests/server/NoStoreHeaders.test.ts`
- `tests/server/StaticAssetCache.test.ts`
- `tests/server/RenderHtml.test.ts`
## Known Existing Warnings
The production build still reports pre-existing warnings that are not
addressed by this branch:
- inconsistent JSON import attributes for `resources/countries.json`
- inconsistent JSON import attributes for `resources/QuickChat.json`
- large chunk warnings from Vite
## Rollout Notes
- Cache rules should treat `/_assets/**` and `/assets/**` as immutable.
- Cloudflare will still classify HTML as dynamic after deploy unless
matching edge cache rules are configured for it.
## Follow-ups
- Remove `/api/instance` by changing `matchmaking/join` so the server
selects the target instance, or by making `INSTANCE_ID` deploy-stable if
the current contract must remain.
## 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:
Reduce HUD transparency for better readability by making the Control
Panel, Attacks panel, Events/Chat panel, and Hover panel more opaque
while keeping a subtle blur effect.
## 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:
HulKiora
Before :
<img width="518" height="134" alt="image"
src="https://github.com/user-attachments/assets/dd714a8e-5b8c-4754-b68d-a86a0f82afcf"
/>
After :
<img width="519" height="138" alt="image"
src="https://github.com/user-attachments/assets/828b88be-a071-474c-a4a2-80d1c679b3df"
/>
## Description:
To give more space in the center of the screen remove the top & bottom
margin. Also make the control panel & player info panel slightly shorter
& longer.
<img width="1167" height="961" alt="Screenshot 2026-03-12 at 7 20 40 PM"
src="https://github.com/user-attachments/assets/15baf640-daf0-4394-9107-d175130e7754"
/>
## 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:
Show outgoing attacks on the PlayerInfoPanel. Also update the
AttacksDisplay so it uses the same icon for incoming & outgoing attacks
<img width="502" height="97" alt="Screenshot 2026-03-10 at 2 02 49 PM"
src="https://github.com/user-attachments/assets/de83bf4d-b1b9-4fec-a8c6-e25bbf82c942"
/>
<img width="483" height="167" alt="Screenshot 2026-03-10 at 2 03 02 PM"
src="https://github.com/user-attachments/assets/cf43106f-5f3a-4a78-abae-dff019de4fb4"
/>
<img width="509" height="203" alt="Screenshot 2026-03-10 at 2 03 28 PM"
src="https://github.com/user-attachments/assets/79db2081-dd93-4ff4-aaa7-75281c16c037"
/>
## 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:
During the playtests people mentioned the UI was too small. Also change
the troop color because white & green was difficult to read.
<img width="559" height="196" alt="Screenshot 2026-03-10 at 12 42 58 PM"
src="https://github.com/user-attachments/assets/9ba5ccaa-3113-4998-a016-e9936269f5de"
/>
<img width="491" height="96" alt="Screenshot 2026-03-10 at 12 43 15 PM"
src="https://github.com/user-attachments/assets/54f7886f-b830-451e-9a7a-3a764efdfbcc"
/>
<img width="574" height="208" alt="Screenshot 2026-03-10 at 12 43 25 PM"
src="https://github.com/user-attachments/assets/2583b492-1844-4814-8fd8-b7216a1dad60"
/>
## 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:
Resolves#3285. As discussed on Discord.
However, in at least one instance "Tribes" feels a bit off: in Humans vs
Nations, team "Tribes" feels as human too while they are just bots.
This PR changes Bots to Tribes outwardly by
- Changing default EN translation.
- Changing (untranslated) alt text in PlayerPanel.
- To change "Team Bot" into "Team Tribes" too in PlayerInfoOverlay and
TeamStats (team leaderboard in-game), translate team names in there from
now on too.
- This way we also fix a bug where team names were not translated yet in
there. To add to that fix, also translate team names in LobbyPlayerView
in the same way. For this we re-use the existing
getTranslatedPlayerTeamLabel function from GameLeftSideBar by moving it
to Utils.
- No translation key was present yet for Humans and Nations teams, so
added those to now be used in PlayerInfoOverlay, LobbyPlayerView and
TeamStats for completeness.
- No internal code changes so nothing breaks.
**BEFORE (showing old team name Bot and also that team names weren't
translated yet in TeamStats)**


**AFTER** (translations in Dutch only shown as proof here, did not
include nl.json in 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:
tryout33
## 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:
- **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
related to #2260
## Description:
* Moves the player info panel from the right to the top of the screen
* Disable the header ad for now because it would cover up the player
info, we'll find a better place for it in the future
* Remove the collapsable button/functionality. It's hard to even click
the button because the panel disappears when you move away from a
player, and I think the info is too valuable to ever need to be
collapsed.
* Removed the "land" and "irradiated land" since it didn't add much
value
* Remove all alt text & translation, you can't hover over the player
overlay so it's irrelevant.
* put troop info inside the troop bar to reduce amount of text
<img width="479" height="88" alt="Screenshot 2026-02-01 at 8 57 33 PM"
src="https://github.com/user-attachments/assets/3b72eb16-2efa-4c00-a4d0-5e085548fa78"
/>
<img width="438" height="136" alt="Screenshot 2026-02-01 at 8 58 06 PM"
src="https://github.com/user-attachments/assets/285bb2c9-6deb-4ee8-bcc8-743cccd6b77e"
/>
## 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:
Troop count display for naval invasion message:
<img width="398" height="131" alt="Screenshot 2026-01-28 204213"
src="https://github.com/user-attachments/assets/d7ccf2a8-9974-4f12-9901-e603426a8e56"
/>
On hover, PlayerInfoOverlay shows the troop count now:
<img width="504" height="99" alt="Screenshot 2026-01-28 202916"
src="https://github.com/user-attachments/assets/46f7685f-8c0e-4156-8d02-8a68dbcffde0"
/>
## 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:
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
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
## 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:
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
- 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>
## 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:
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
Resolves#1686
## Description:
Above or behind the player names on the map, there are icons (images
and/or emojis).
This PR also adds these icons to the PlayerInfoOverlay (on the right
side of the player name).
To share the logic, a new file PlayerIcons.ts has been created.
<img width="215" height="355" alt="Screenshot 2025-11-14 024435"
src="https://github.com/user-attachments/assets/2e581ef9-0330-4c9d-9c52-5f943a58e64b"
/>
<img width="203" height="337" alt="Screenshot 2025-11-14 024731"
src="https://github.com/user-attachments/assets/0c2bf278-b8ca-43c2-b466-ea7a83577b25"
/>
<img width="193" height="288" alt="Screenshot 2025-11-14 024639"
src="https://github.com/user-attachments/assets/be114bc6-f3a8-4b8d-b267-025587c9eafe"
/>
The alliance icon is NOT shown because it's already on the left side of
the alliance timer.
### Why is this change needed?
Sometimes you can't quickly find the nametag of a player on the map.
Especially if a player's territory is scattered around the map, maybe
even on several small islands.
But you still want to know if the player is AFK, has a traitor debuff,
etc.
So it's very useful to get this information by just hovering over a
player instead of needing to search for the floating nametag.
## 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:
Fix blurry icons and add mirv to build bar
<img width="792" height="101" alt="image"
src="https://github.com/user-attachments/assets/a46c4724-c99b-4541-b56b-92ec662c8ec5"
/>
<img width="176" height="275" alt="image"
src="https://github.com/user-attachments/assets/dbcd2ed4-0f21-4065-9a52-9b16e9043270"
/>
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
## Description:
Fixes#2015
Improved the Player Panel UI for better usability and appearance.
**Screenshots**
<img width="334" height="523" alt="2"
src="https://github.com/user-attachments/assets/bd0afaac-07df-4abc-a20f-208a0783e558"
/>
<img width="337" height="523" alt="3"
src="https://github.com/user-attachments/assets/f712ad77-4546-487b-9a9c-2c535b8a45f7"
/>
**Future Plan**
Add a modal for sending gold and troops to other players from the Player
Panel.
<img width="343" height="494" alt="sending troops"
src="https://github.com/user-attachments/assets/9c9c21db-e13a-426f-93e9-b477a9db442a"
/>
## 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: evanpelle <evanpelle@gmail.com>
## Description:
Redesign the player info panel to match the bottom panel.
Changes:
- Added alliance timeout
- Various css restyling
Old:
<img width="180" height="276" alt="image"
src="https://github.com/user-attachments/assets/4ae8994b-868c-4eb8-b42a-85f0f0ec2f96"
/>
New:
<img width="179" height="239" alt="image"
src="https://github.com/user-attachments/assets/c29c34e5-5bfd-468e-9947-e0ac319fbccf"
/>
## 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: evanpelle <evanpelle@gmail.com>
## Description:
Describe the PR.
This PR makes the playerInfoOverlay collapsible by clicking on the
player name.
This overlay was covering a decent chunk of the mobile screen.

Now the details can be toggled by just clicking on the name freeing a
lot of the screen on mobile.

## 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
- [x] I have read and accepted the CLA agreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
tls_15
Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
## Description:
Second PR to fix issues in order to enable strict mode.
## Specifics
1. Most important change: Turned off errors for Class variables not
initialized in constructor. I've noticed that pretty much all Classes in
the project have at least one occurence of that issue. And fixing it
properly would require a large refactor across the whole project. So
disabling the rule seems like a good solution in this case.
#1075
## 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
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
azlod
## Description:
The player info panel is missing the factory count. Also only displays
the units available in the current game.
Every unit:
<img width="185" height="238" alt="image"
src="https://github.com/user-attachments/assets/52eca7c8-99e0-4234-98d4-8efe1644a92c"
/>
City only:
<img width="186" height="142" alt="image"
src="https://github.com/user-attachments/assets/87aef9f8-697c-4aa0-8bc5-92f016886a9d"
/>
## 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
- [x] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
IngloriousTom
## Description:
Regression in v24 that prevented the player overlay from showing when
clicking on mobile.
## 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
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [ ] I have read and accepted the CLA aggreement (only required once).
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
It was too low, causing it to overlap with the events panel on smaller
screens.
<img width="310" height="382" alt="Screenshot 2025-07-13 at 12 41 32 PM"
src="https://github.com/user-attachments/assets/09be06f8-17d8-4bb0-80d1-73bb75969bb9"
/>
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Since unit levels are really just stacking, there's not reason to show
number of units & sum of all units
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Center pop & gold information, and split up & remove the top bar.
Before:
<img width="1913" alt="Screenshot 2025-07-07 at 7 54 55 PM"
src="https://github.com/user-attachments/assets/8ab59102-1f0e-4023-905f-e0b1b2fa73a2"
/>
After:
<img width="1916" alt="Screenshot 2025-07-07 at 7 53 02 PM"
src="https://github.com/user-attachments/assets/06c885e3-a179-4447-9d1d-0da3849e726d"
/>
reference:

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
Top Bar Refactor – UI & UX Improvement Proposal
This update overhauls the top game bar to improve clarity,
responsiveness, and overall user experience across desktop and mobile.
It consolidates player resources (e.g., building counts), integrates
game controls (pause, settings, time), and enhances visual contrast.
Key changes:
Redesigned top bar with player data and game options.
Team color indicator bar (team games only).
Countdown bar during "Choose Starting Position" phase.
Removed redundant info (e.g., troop/worker counts shown elsewhere).
Inspired by strategy games like Travian Legends, this refactor offers a
cleaner and more intuitive layout, especially for smaller screens.
⚠️ Note: This is a large change and likely contains visual or functional
bugs I can’t currently spot due to fatigue. Thorough testing is required
before approval.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
Diessel

om/user-attachments/assets/3a0edbef-e621-4fc4-b6b7-c1ed

8f9a8219)

Closes#1165
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Remove Cosmetics from PlayerInfo. The game engine should have no
knowledge of cosmetics since they shouldn't affect game play at all.
Instead pass player cosmetics into the GameView.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
## Description:
This PR separates only the rendering logic.
The settings and other related parts will be handled when updating the
UI.
The remaining work will be split into two separate PRs.
Once this is done, I’ll move on to the next one.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
https://github.com/openfrontio/OpenFrontIO/issues/776
I've implemented upgradable structures for cities and ports.
As of right now this is just meant as a QOL change for structure
stacking that currently happens and no gameplay changes are intended.
Structure upgrades cost the same as making a new structure of that type
and function the same as making a new structure of that type.
I'm putting up a draft PR for this now since adding support for SAMs and
Silos will take more time to handle the cooldowns and I want to make
sure I'm on the right track for getting this merged.
I also still need to add bot behavior for this and re-enable min
distance for structures.
I didn't see translations for the UnitInfoModal so I've left that out
for now.
I've tested locally in a single player game so far but will document and
test more thoroughly before merging.


## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
# Poutine
---------
Co-authored-by: Scott Anderson <scottanderson@users.noreply.github.com>
## Description:
This PR addresses the issue of long continuous strings (without spaces)
overflowing their container in the user interface. By adding the CSS
property word-break: break-all (via the Tailwind class break-all) to the
text container, we ensure that lengthy words will wrap properly and
maintain the layout integrity across different screen sizes.

_Before_

_After_
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
RTHOne
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
GameView provides a `myPlayer()` implementation.
## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Description:
Missile launchers:
SAMs:
And now Warships:
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
## Please put your Discord username so you can be contacted if a bug or
regression is found:
<DISCORD USERNAME>
dovg
## Description:
Improve type safety and runtime correctness by:
1. Enabling TypeScript's
[strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks)
compiler option.
2. Replacing all loose equality operators (`==` and `!=`) with strict
equality operators (`===` and `!==`).
3. Cleaning up of type declarations, null handling logic, and equality
expressions throughout the project.
Currently, the code allows implicit assumptions that `null` and
`undefined` are interchangeable, and relies on type-coercing equality
checks that can introduce subtle bugs. These practices make it difficult
to reason about when values may be absent and hinder the effectiveness
of static analysis.
Migrating to strict null checks and enforcing strict equality
comparisons will clarify intent, reduce bugs, and make the codebase
safer and easier to maintain.
Fixes#466
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors
---------
Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
Co-authored-by: evanpelle <openfrontio@gmail.com>