## Description:
`MapLandTiles` was fetching map manifests via HTTP at
`http://localhost:3000/maps/<map>/manifest.json`. This stopped working
after PR #3494 moved all public assets from stable paths (e.g.
`/maps/...`) to content-hashed paths under `/_assets/...`. The master
server no longer serves `/maps/` -- requests fell through to the SPA
handler, returned `index.html`, failed JSON parsing, and silently fell
back to the default `1_000_000` land tile count.
With 1M tiles, `calculateMapPlayerCounts` produces `[50, 40, 25]`
instead of the real values (e.g. `[185, 140, 95]` for Alps), causing all
public lobbies to be capped at 25-50 players regardless of map.
Fixes this by reading map manifests directly from disk instead of via
HTTP:
- In production: resolves the source path through
`getRuntimeAssetManifest()` to the hashed file under `static/_assets/`,
then reads it with `fs.readFile`.
- In dev: falls back to `resources/maps/<name>/manifest.json` directly
(the Dockerfile removes `resources/maps` in production, so this branch
only runs locally).
Also adds an in-process cache so each map manifest is only read once per
server lifetime.
Verified that it works on
https://fix-map-land-tiles-asset-manifest.openfront.dev/ and locally.
## 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:
Would be very good to get these fixes last minute into v31.
- **Farming nations for cities is fixed**: Here you can see city farming
in action, vari farms Finland:
https://www.youtube.com/watch?v=J4J0ajlnSHs&t=137s - Lots of 125k gold
cities... Now nations will build defense posts instead of cities:
- **Nations now build defense posts reactively** instead of through the
normal structure build order. When a nation is under significant land
attack (incoming/own troops >= 35%), it places a defense post near the
attack front -- skipped on Easy, capped at 1 on Medium, and scaled by
the incoming troop ratio on Hard/Impossible. Posts spread along the
front. The old `defensePostValue()` placement path is removed.
- **Nations now capture nuked territory.**
`hasLandBorderWithTerraNullius()` was incorrectly filtering out tiles
with fallout, causing the `nuked` attack strategy to never dispatch a
attack. Big bug
.
- [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:
QoL changes for the Bosphorus map.
The base image for the map had a little aliasing which resulted in some
rivers being cut off.
<img width="673" height="386" alt="image"
src="https://github.com/user-attachments/assets/b8ed181f-fbeb-4d6f-b7ab-a8b0ea300a22"
/>
All of the nations except istanbul also had absolutely nothing to do
with the region. For example, Varna is a city in Northeast bulgaria and
the aegean isles are also nowhere near. There was also a nation that did
not spawn because its coordinates were in the sea.
<img width="626" height="413" alt="image"
src="https://github.com/user-attachments/assets/a6537f79-3785-4316-8fd4-a99f55faff71"
/>
All of these poor designs are probably the result of the map being
resized, originally being a larger map. It probably explains why this is
the smallest map by land area (not counting Oceania)
Fixes:
- Fixed landlocked rivers and added More accurate bodies of water
- Complete remake of the nations. Nations are now far more accurately
placed districts of the region, and more evenly placed
<img width="664" height="407" alt="image"
src="https://github.com/user-attachments/assets/ff5a34fc-dea0-4a3d-b798-39d5711b91af"
/>
The data and gamestyle of this map should not change much, as the
landmasses remain in practice the same
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
Previously, winnerVotes was keyed only on winner, so a client could send the correct winner with spoofed allPlayersStats and have their vote count toward the majority. The key is now a SHA-256 hash of both winner and allPlayersStats together, so any stats divergence produces a distinct key that must independently reach majority.
When the winner is confirmed, the log now includes votesByKey — a summary of every distinct key, its vote count, and winner value — making stat manipulation visible in the logs.
CSS mask-image triggers a CORS fetch, which failed for the CDN-hosted medal SVG. Switched to a Vite ?raw import so the SVG is embedded as a data URI at build time — no network request, no CORS.
Also stripped the SVG of Inkscape metadata and replaced filter-based color inversion with a plain fill="white", shrinking it from 3,278 → 955 bytes (387 bytes gzipped).
## Description:
The motivation is to prevent snowballing players from also gaining too
much gold by conquering other players
- Adds `conquerGoldAmount` to `Config`/`DefaultConfig`: returns 100% of
captured gold for bots/nations, 50% for human players
- Updates `GameImpl.conquerPlayer` to use this amount for the
conqueror's gold gain (the conquered player still loses their full gold)
## 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:
reloadMissile() was inside the isInCooldown() block. For level-2+ SAMs,
isInCooldown() returns queue.length === level, so after firing one of
two missiles (queue.length = 1 < level = 2) the SAM is not in cooldown —
meaning expired timers were never cleaned up. Stale queue entries caused
subsequent shots to be treated as still-cooling even after the cooldown
elapsed.
SAM execution now mirrors the missile silo execution
## 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:
Comprehensive accuracy and quality-of-life improvements across 8 maps.
No gameplay mechanics changed: only nation names, spawn positions, and
flag codes. All changes bring maps closer to real-world geographic and
historical accuracy.
**Changes by map:**
1. **North America:** Corrected numerous incorrect state spawn
positions. Added all 13 Canadian provinces and territories with correct
flags, as well as a few additional bots for balancing and completeness.
2. **South America:** Corrected spawn positions of Venezuela, Suriname,
and French Guiana. Added four Brazilian states (Amazonas, Pará, Bahia,
São Paulo) for better regional coverage and balancing.
3. **Gateway to the Atlantic:** Full historical consistency pass
targeting the ~1340-1410 CE period, matching the existing Britannia and
Italia map style. Renamed several nations for historical accuracy (Duchy
of Burgundy, Kingdom of Navarre, Kingdom of Majorca, City of Avignon,
Crown of Aragon, Duchy of Aquitaine, Hafsid Sultanate, Marinid
Sultanate, Zayyanid Sultanate, Holy Roman Empire). Added 7 new
historically accurate flag SVGs for these nations.
4. **Europe:** Shortened long-form nation names to short-form for
consistency with other maps. Added Andorra and Monaco for improved
balance.
5. **Europe Classic:** Fixed "Syrian Arab Republic" to "Syria" for
consistency with all other maps. Added Baltic states, Croatia, Denmark,
Sápmi for balancing.
6. **Oceania:** Removed ghost bots that no longer appear on the map.
Fixed truncated and outdated names: Lao PDR to Laos, Brunei Darussalam
to Brunei, TimorLeste to Timor Leste, Taiwan Province of China to
Taiwan.
7. **World:** Fixed outdated names for accuracy and consistency with the
World map and other maps. Added bots in regions lacking coverage for
more consistent global representation.
8. **Giant World Map:** Updated nation names for accuracy and
consistency. Added Canadian provinces, US states, Bolivia, and Gabon for
improved map balance.
All changes made and verified in the map editor. No en.json or UI
changes required as these are map data files only.
## 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:
@islandspiritozempic
## Description:
Update pixijs to 8.18.1, mostly because we might want to use the ability
to send AutoDetectRenderer an array as "preference". And because we want
to stay up-to-date with fixes to a renderer we use.
## 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:
Commit `4d5b7c0` added `adfree: boolean` as a required field to
`UserMeResponseSchema` in `ApiSchemas.ts`, but did not update the mock
object in `tests/ResolveCosmetics.test.ts`. This caused `tsc --noEmit`
to fail with a type overlap error, breaking the production build.
**Fix:** Add `adfree: false` to the `player` mock inside `makeUserMe()`
in the test file.
## 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
Adds adfree: boolean to player in UserMeResponseSchema and replaces the flares-length heuristic in Main.ts with a direct check of this field to determine whether ads should be shown.
## Description:
One dependency less: remove uuid. It is only used to get the three
random digits after "Anon" if no name is present in localStorage.
Crypto.randomUUID also gives us a UUID v4 and can already be used from
Utils > generateCryptoRandomUUID. Not noticable when it comes to speed
either.
## 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 single pixel line from the bottom of LA map.
Added L.A.X. nation to LA map.
Removed USSR flags from Dyslexdria (originally imported from giant world
map). Left USSR flag on 'Rusha' only.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username
PlaysBadly
## Description:
Continuation from #3276
Adds the complete client-side clan UI as a Lit web component
(`<clan-modal>`), a typed API client with Zod-validated responses,
shared response schemas, and a reusable `<confirm-dialog>` component.
### New: `ClanModal.ts`
| View | What it does |
|------|-------------|
| **My Clans** | Lists joined clans + pending join requests (built from
`/users/@me`, no extra fetches) |
| **Browse** | Search by tag (min 3 chars), paginated results,
configurable per-page (10/25/50) |
| **Clan Detail** | Stats, paginated + searchable member list, role
badges, join/leave/request actions |
| **Manage** | Edit name (max 35 chars) + description, toggle
open/invite-only, disband |
| **Transfer** | Leadership transfer with member selector + confirmation
|
| **Requests** | Approve/deny join requests (leader/officer) |
| **Bans** | View and unban (leader/officer) |
| **My Requests** | View and withdraw outgoing requests |
### New: `ConfirmDialog.ts`
Reusable `<confirm-dialog>` Lit component — replaces native
`confirm()`/`prompt()` which are blocked or broken on mobile and
CrazyGames iframes. Supports danger/warning variants and an optional
textarea (used for ban reasons). Fires `confirm`/`cancel` events.
### New: `ClanApi.ts`
Typed API client covering all clan endpoints. Every response is
Zod-validated. Auth header is always last in the spread (can't be
overridden by callers). Unknown server error messages always fall back
to a generic client-side string — never displayed verbatim.
### New: `ClanApiSchemas.ts` (in `src/core/`)
Shared Zod schemas for clan API responses with max-length constraints on
`name` (35) and `description` (200). Lives in `core/` so it can be
consumed by both client code and the leaderboard table.
### Modified: `ApiSchemas.ts`
- Added `clans` and `clanRequests` arrays to `UserMeResponseSchema`
- Moved clan leaderboard schemas out to `ClanApiSchemas.ts`
- Renamed `LeaderboardClanTagSchema` → `RequiredClanTagSchema`
### Modified: `Api.ts`
- Added `invalidateUserMe()` to bust the cached `/users/me` response
after mutations
- Removed `fetchClanLeaderboard` (moved to `ClanApi.ts`)
### Tests
- `ClanModal.test.ts` — rendering, view navigation, user actions
- `ClanApiQueries.test.ts` — fetch functions, error handling, pagination
- `ClanApiMutations.test.ts` — join, leave, kick, ban, promote,
transfer, etc.
- `ClanApiBans.test.ts` — ban/unban calls and error paths
- `ClanApiSchemas.test.ts` — Zod schema validation edge cases
- `LeaderboardModal.test.ts` — updated imports
## Notable design decisions
- **Not-logged-in state** — shows "Sign in to join clans" instead of
false "no clans" empty state
- **Rate limit feedback** — reads `Retry-After` header and surfaces wait
time to the user
## 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: evanpelle <evanpelle@gmail.com>
cancelNukesBetweenAlliedPlayers previously only cancelled a nuke if its exact target tile was owned by the new ally. This meant nukes aimed at neutral or own tiles near allied territory would survive alliance formation and still land (and break the alliance).
Now uses wouldNukeBreakAlliance — the same blast-radius logic used by maybeBreakAlliances on impact — so a nuke is cancelled if its blast would have meaningfully hit the ally's tiles or structures. Also switches from the exhaustive listNukeBreakAlliance (scans all players) to wouldNukeBreakAlliance with a single-player allySmallIds set for early-exit performance.
## Description:
When multiple nukes detonated in the same tick, clearTrail was called
once per dying unit. Each call scanned all remaining units to repaint
overlapping trail tiles — O(dead × alive × trail_len) per tick.
Replace with a deferred batch: dying units are queued into
pendingTrailClears during drawUnitsCells, then flushTrailClears()
processes them all at once after the draw pass. All trail tiles are
cleared in a single loop (skipping duplicates), followed by one repaint
scan of surviving units — O((dead + alive) × trail_len).
Also fixes a minor bug in the original: the surviving unit's
relationship is now used when repainting its trail (previously the dying
unit's relationship was used, which gave wrong colors in alternate-view
mode).
## 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:
The warship pathfinder operates on a 2x downscaled mini-map, and
upscaling mini-map paths back to full coordinates produces diagonal
interpolated steps. At close range (< 20 tiles), the entire path
consists of these diagonal moves, causing the warship to approach the
trade ship at an awkward angle and never converge cleanly.
## 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:
Updating TypeScript to 6.0.3.
Updating TypeScript-eslint to 8.59.1 for TS6 support.
Concurrently needed to get updated as well to remove deprecated warning.
Most things deleted are now just defaults.
## 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:
Babyboucher
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)
## Description:
Part 3/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).
This PR adds the retreat control and override behavior for warships:
- Manual override: moving a warship manually cancels retreat and
suppresses auto-retreat for 5 seconds
- Aggro override: a retreating warship will aggro a nearby enemy
transport or warship before continuing retreat
- Heal-at-port command for sending a warship to a friendly port manually
- Friendly-port validation for HealAtPortExecution
- Regression tests for manual override, aggro override, and heal-at-port
behavior
## 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:
zixer._
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
## Description:
Version identifier within MLS: v5.3
[Changed languages]
- fr
- ru
- uk
[Change volume]
- Changed languages: 3
- Changed files: 3
- Changed lines: 6165
- metadata.json: unchanged
Final reviewer: meow02952
This PR was generated by the PR sender tool, then checked and submitted
by the final reviewer.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Description:
Some new players were having trouble finding themselves on game start
* Emits a GoToPlayerEvent (zoom=8) on the first turn after the spawn
phase, using a hasGoneToPlayer flag to ensure it only fires once per
session
* Adds a zoom parameter to GoToPlayerEvent so callers can specify a
target zoom level
* Adds smooth zoom animation to TransformHandler — the camera now eases
to the target scale alongside the existing position easing, with
screen-center correction to avoid visual jumping on mobile (where canvas
and map dimensions differ)
* Moves GoToPlayerEvent, GoToPositionEvent, and GoToUnitEvent out of
Leaderboard.ts into TransformHandler.ts, where they logically belong
## 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:
StructureIconsLayer and StructureDrawingUtils fixes and improvements.
Most notably have it restore structure icons after webGL context loss.
Inspired by @Skigim's
https://github.com/openfrontio/OpenFrontIO/pull/3339,
https://github.com/openfrontio/OpenFrontIO/pull/3480. Fixes his
https://github.com/openfrontio/OpenFrontIO/issues/3207, contains only
those fixes from the Issue that are actually valid and needed fixes, on
top of his earlier merged PR.
### CONTAINS (partly written by AI, excuse the exaggerated language)
**1.**
* ** AutoDetectRenderer: ** now, if Hardware Acceleration is unavailable
or disabled, Structure Icons will be displayed using Canvas renderer.
Otherwise it will use either WebGL or WebGPU, depeding on which is
available. PixiJS currently prefers WebGL but it will switch this to
WebGPU at one point. We can also force it to WebGPU as explained in the
comment.
* ** Canvas: ** on Canvas, what doesn't work is gracefully skipped. The
non-working parts will be fixed, see this issue in their repo, but until
then it will work fine for us anyway:
https://github.com/pixijs/pixijs/issues/11981
* **WebGPU Context Loss:** PixiJS doesn't restore this context itself.
Instead we do it by calling setupRenderer again on device loss.
* **WebGL Context Loss:** To know when we need to restore the layer,
don't use native event (`webglcontextrestored`) but use PixiJS's
internal hook (`this.renderer.runners.contextChange`). This prevents our
cache-clearing commands from interrupting Pixi while it's still busy
rebuilding its internal GL State Machine buffer. With links severed, we
need to clear and rebuild all icons to restore them.
* **WebGL Context existance Check (`this.renderer.context?.isLost`):**
This prevents a crash in PixiJS. Fixes black map background and all
graphics frozen, which has been reported a few times. Issue created in
their repo: https://github.com/pixijs/pixijs/issues/12032.
* **Redraw:** for Canvas context restore or on Alt-R, a call from
GameRenderer now actually restores icons. Also called for WebGPU device
loss and after contextChange WebGL restoration. Checks for WebGL
context.isLost so a calls from Alt-R etc won't meddle while GL context
is lost.
* **Orphaned Object Leaks:** In PixiJS v8, `Container.destroy()` does
*not* recursively destroy its children. This PR explicitly adds
`.destroy({ children: true })` inside icon deletion states. This stops
thousands of `PIXI.Sprite` and `PIXI.BitmapText` child nodes from
leaking and choking Pixi when it attempts a WebGL restore.
* **Texture Lifecycle:** Invalidate caching logic in `SpriteFactory` now
correctly executes `.destroy(true)` on `PIXI.Texture` objects.
Previously, they were only deleted from the textureCache Map, retaining
a phantom grip on GPU memory buffers.
* **Don't remove PIXI.Texture.EMPTY from textureCache: `createTexture()`
in `SpriteFactory` stores `PIXI.Texture.EMPTY` (a singleton) in
`textureCache` when a structure type has no known shape. When not
preventing removal of the EMPTY texture, `clearCache()` would call
`texture.destroy(true)` on PixiJS's shared global empty texture,
breaking all sprites in the renderer that fall back to it.
**2. Small Memory/Perf Optimizations**
* **The Shared 2D Canvas Optimization:** To prevent allocating endless
tiny `<canvas>` elements every time a structure color is loaded,
`SpriteFactory` now utilizes a cleanly shared `colorCanvas` singleton.
To keep this safe from hardware acceleration crashes (where the 2D
context dies alongside WebGL), it accurately nullifies itself in
`clearCache()` and lazily instantiates on the next call
(`getImageColored()`).
* **Bypassing Inefficient Textures Cache:** Now passing the `skipCache:
true` argument implicitly to dynamic UI elements via
`PIXI.Texture.from(structureCanvas, true)`.
* **Zero-Allocation Filters (No more GC Stutters):** `renderGhost()`
previously spawned numerous `new OutlineFilter(...)` WebGL shaders when
hovering over invalid tiles, compounding to many leaked Shader Programs.
We hoisted these filters to static class properties initialized once,
and went a step further: hoisted the wrapping Array structures too
(`filterRedArray`, `filterGreenArray`). This eliminates many pointless
micro-allocations and GC sweeps entirely.
**BEFORE, for webGL:**
https://youtu.be/durJxNFNePs
**AFTER, for WebGL:**
https://youtu.be/VnYEFMx4gfM
**AFTER, for Canvas:**
https://youtu.be/zT720oKxcaI
**AFTER, for WebGPU:**
https://youtu.be/J09Wee2qTs8
The performance optimizations weren't well measurable in my tests but
there's no downgrade at least. WebGPU should bee better than WebGL when
we would force it but again, currently PixiJS prefers WebGL hardcoded so
only if we disallow WebGL will it use WebGPU if it is available,
otherwise fallback gracefully to Canvas still.
Canvas skips parts gracefully, as long as the non-breaking issue exists
in PixiJS (as explained above):
<img width="952" height="705" alt="AFTER Canvas in Firefox skips
non-supported gracefully"
src="https://github.com/user-attachments/assets/17e8d8ab-05dc-47cb-ab11-f0f4d015a42a"
/>
## 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
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
## Description:
The README referenced `resources/images/OpenFrontLogo.svg` and
`resources/images/OpenFrontLogoDark.svg`, but those files do not exist
at that path. The actual logo SVGs live under `proprietary/images/`.
Updated all three `<picture>` element references to point to the correct
directory so the logo renders properly on GitHub.
## 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:
ArchipelagoSea is a very "special" map with the extreme amount of tiny
islands, and the map maker said "could there be a way to make
Archipelago Sea have 5M or 25M starters more often? I feel like the map
is too unorthodox to be played in normal settings"
So lets restrict it to the special rotation, like arcade maps. People
expect crazy-stupid games there.
## 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:
<img width="276" height="178" alt="Screenshot 2026-04-29 at 4 18 23 PM"
src="https://github.com/user-attachments/assets/ed2d0416-00c2-4d55-8ee1-d7804b6276ab"
/>
## 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
updates wording to "Public Player ID"
## Description:
Describe the PR.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
w.o.n
## Description:
Replaces the HTTP POST /api/start_game/:id endpoint with a WebSocket
intent, making private game start consistent with how kick_player and
update_game_config already work. Also verifies that only the lobby
creator can start a 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
## Description:
Nations preform poorly on large water maps, these changes aims to
improve how they handle and react to water combat.
Adding the ability for hard and impossible nations to retaliate against
incoming transport ships.
Adding the ability for ships to be moved if the nation is not able to
build a new ship.
## 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:
babyboucher
---------
Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
## Description:
Change inspired by Territorial.io . Renames the Mediterranean sea map to
Mare Nostrum, the ancient name of the sea given by the Romans. The NPCs
of the map are already roman provinces, so this change is more thematic
and also adds a creative name like "Gateway to the Atlantic" and
"Between Two Seas"
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
tri.star1011
## 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:
In this example, the two nations DONT see each other as neighbors, but
as ISLANDERS. Because they dont have a direct border connection, there
is water in between.
<img width="526" height="329" alt="image"
src="https://github.com/user-attachments/assets/cf2c15b5-7793-4445-afd2-920d6cd50a2a"
/>
This is a big problem, because most of the logic in AiAttackBehavior
gets ignored. Only the "islander" strategy runs (late, because its a
not-important strat).
### Summary
- `PlayerImpl.neighbors()` now includes cross-water neighbors: a new
`shoreReachableNeighbors()` helper samples every 10th shore border tile
and looks up to 5 tiles in each cardinal direction across water, finding
land owners on the other side (covers rivers up to 4 tiles wide).
- `AiAttackBehavior.maybeAttack()` extends the `hasNonNukedTerraNullius`
check to also trigger on TN detected via `player.neighbors()`, so
nations notice and pursue TN that is only reachable across a river.
- `sendAttack()` uses a new `hasLandBorderWithTerraNullius()` land-only
adjacency check to decide between a land attack and a boat attack for
TN, rather than `sharesBorderWith()` which includes water tiles.
- Added `sendBoatAttackToNearbyTerraNullius()`: when no TN land is
directly adjacent, the AI scans its shore border tiles for unowned land
across water and dispatches a transport ship.
### Also works for Tribes!
Tribes can boat rivers now, really cool.
https://github.com/user-attachments/assets/382e85aa-c437-4e0c-afc2-0c381432da3d
## 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:
- Nations on Easy no longer betray human allies
- Nations on Easy now attack humans only 25% of the time (down from 50%)
- Increased Easy reaction tick range (65-100, up from 65-80) so nations
respond more slowly
- Raised MIRV steamroll-stop thresholds on Easy (city gap multiplier 1.5
-> 2, min leader cities 15 -> 20) and slightly tuned Medium/Hard
thresholds
## 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#3755
## Description:
The game ID in the history details panel was displayed as plain
unselectable text, making it difficult to copy.
Replaced the static text div with the existing <copy-button>
component in compact mode, which allows users to click the game ID
to copy it to clipboard instantly.
No screenshot provided — feature requires a logged-in account to access
game history. The change replaces a static text div with the existing
<copy-button compact> component on line 118 of GameList.ts.
## 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
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced