4544e18ce6 refactor(glow): move small-player glow strength into graphics overrides (#4634)
## Summary

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.

## Bug fix

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

## Notes

- 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

## Test plan

- [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 19:09:07 -07:00
2025-06-22 08:14:08 -07:00
2026-07-13 15:22:52 -07:00
2026-05-31 15:09:08 +01:00
2025-05-15 23:09:39 -04:00
2025-03-06 15:50:29 -08:00
2025-05-15 23:09:39 -04:00
2026-03-23 13:40:21 -07:00
2026-04-29 12:49:19 -06:00
2026-01-21 10:00:55 -08:00
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.

S
Description
No description provided
Readme AGPL-3.0
1,020 MiB
Languages
TypeScript 91.4%
GLSL 2.5%
JavaScript 2%
HTML 1.5%
Go 1%
Other 1.5%