EvanandClaude Fable 5 11c5db8b6f refactor(glow): move small-player glow strength into graphics overrides (#4634)
Moves the small-player glow strength from a standalone UserSettings key
(`settings.highlightGlowStrength`) into the graphics overrides blob
(`smallPlayerGlow.strength`), and moves its slider from the basic
settings modal into the **Effects** section of the graphics settings
modal.

The pass now reads strength from its live `RenderSettings` slice like
every other graphics knob, flowing through `applyGraphicsOverrides`.
This removes the dedicated push chain (ClientGameRunner listener →
MapRenderer → Renderer → pass setter) and MapRenderer's context-restore
reapply — strength survives WebGL context restores automatically now,
participates in the graphics modal's "Reset to defaults", and shows up
in the render debug GUI.

The old slider had no visible effect below ~115%: strength only drove
the blur-iteration count (`round(strength ** 2.74)`, floored at 1 pass),
and the composite intensity (`alpha * pulse * sqrt(passes)`) never
factored strength directly — so 10% rendered identical to 100%.

Strength is now a linear opacity fade on a fixed-width aura:

- 100% = the aura's full brightness, 10% = barely visible, 0% = off
- Slider capped at 100% (the >100% aura-widening mechanism became
unreachable and is removed: `passesFor`, `lastPasses`, and the
blur-iteration loop)
- Default is 25%
- The pass clamps persisted values above 1 so stale settings from the
old 500% range can't over-brighten

- Reuses the existing `user_setting.highlight_glow_strength_label` /
`highlight_small_players_desc` translation keys — no en.json change
- The legacy `settings.highlightGlowStrength` localStorage key is not
migrated (the slider only shipped in #4588 a few days ago); users reset
to the 25% default

- [x] `tests/GraphicsOverrides.test.ts` — schema validation + apply
coverage for the new override group
- [x] Full suite (171 tests), tsc, eslint all pass

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:29:53 -07:00
2026-07-01 14:25:25 -07:00
2026-05-31 15:09:08 +01:00
2026-04-29 12:49:19 -06:00
2026-05-31 15:09:08 +01:00
2026-05-31 15:09:08 +01:00

OpenFrontIO Logo

OpenFront.io is an online real-time strategy game focused on territorial control and alliance building. Players compete to expand their territory, build structures, and form strategic alliances in various maps based on real-world geography.

This is a fork/rewrite of WarFront.io. Credit to https://github.com/WarFrontIO.

CI Crowdin CLA assistant License: AGPL v3 Assets: CC BY-SA 4.0

License

OpenFront source code is licensed under the GNU Affero General Public License v3.0

Current copyright notices appear in:

  • Footer: "© OpenFront and Contributors"
  • Loading screen: "© OpenFront and Contributors"

Modified versions must preserve these notices in reasonably visible locations.

See the LICENSE for complete requirements.

For asset licensing, see LICENSE-ASSETS.
For license history, see LICENSING.md.

🌟 Features

  • Real-time Strategy Gameplay: Expand your territory and engage in strategic battles
  • Alliance System: Form alliances with other players for mutual defense
  • Multiple Maps: Play across various geographical regions including Europe, Asia, Africa, and more
  • Resource Management: Balance your expansion with defensive capabilities
  • Cross-platform: Play in any modern web browser

📋 Prerequisites

  • npm (v10.9.2 or higher)
  • A modern web browser (Chrome, Firefox, Edge, etc.)

🚀 Installation

  1. Clone the repository

    git clone https://github.com/openfrontio/OpenFrontIO.git
    cd OpenFrontIO
    
  2. Install dependencies

    npm run inst
    

    Do NOT use npm install nor npm i but instead use our npm run inst. It runs the safer npm ci --ignore-scripts to install dependencies exactly according to the versions in package-lock.json and doesn't run scripts. This can prevent being hit by a supply chain attack.

🎮 Running the Game

Development Mode

Run both the client and server in development mode with live reloading:

npm run dev

This will:

  • Start the webpack dev server for the client
  • Launch the game server with development settings
  • Open the game in your default browser (to disable this behavior, set SKIP_BROWSER_OPEN=true in your environment)

Client Only

To run just the client with hot reloading:

npm run start:client

Server Only

To run just the server with development settings:

npm run start:server-dev

Connecting to staging or production backends

Sometimes it's useful to connect to production servers when replaying a game, testing user profiles, purchases, or login flow.

To replay a production game, make sure you're on the same commit that the game you want to replay was executed on, you can find the gitCommit value via https://api.openfront.io/game/[gameId]. Unfinished games cannot be replayed on localhost.

To connect to staging api servers:

npm run dev:staging

To connect to production api servers:

npm run dev:prod

🛠️ Development Tools

  • Format code:

    npm run format
    
  • Lint code:

    npm run lint
    
  • Lint and fix code:

    npm run lint:fix
    
  • Testing

    npm test
    

🏗️ Project Structure

  • /src/client - Frontend game client
  • /src/core - Deterministic game simulation
  • /src/server - Backend game server
  • /resources - Static assets (images, maps, etc.)

🤝 Contributing

Contributions and translations are welcome! See CONTRIBUTING.md for the workflow, the approved-issue process, project governance, and translation info.

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