Sync with upstream and condense Store pattern tiles with alternate colour swatches#1
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## Description: https://github.com/user-attachments/assets/f2216dec-72aa-497a-89cc-169c2a40021e * Fortnite-style rarity system for cosmetics: New CosmeticContainer component applies tier-based visual styling (gradient backgrounds, glowing borders, hover effects) to flag and pattern cards across 5 rarity tiers: Common, Uncommon, Rare, Epic, and Legendary * Legendary hover effects: Scale-up animation, pulsing orange glow, shimmer sweep, rotating border sweep, corner sparkles, and screen dimming backdrop * Epic hover effects: Purple shimmer sweep glint on hover * Purchase button overhaul: Green ember particles on container hover (non-common only), 40-particle burst stream on button hover, pulsating green glow, shimmer streak animation, and loading spinner on click * Clickable cosmetic cards: Clicking anywhere on a purchasable card (not just the purchase button) triggers the purchase flow * Refactored components: ArtistInfo renamed to CosmeticInfo (now shows rarity and color palette in tooltip), * Forward-compatible rarity schema: rarity field uses .or(z.string()) so unknown backend values won't break the client ## 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: Use admiral to detect adblock and ask users to disable <img width="1120" height="541" alt="Screenshot 2026-04-06 at 11 46 09 AM" src="https://github.com/user-attachments/assets/0796b4c4-1e50-475f-b8b7-b95b9ef0f25b" /> ## 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: evan
This reverts commit 10d02de.
## Description: The deduper was converting profane words like "kkk" => "k" and then censoring all usernames with the letter "k", so instead we just hardcode and check for substrings for profane phrases like that. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
…rontio#3601) ## Description: <img width="3608" height="1848" alt="image" src="https://github.com/user-attachments/assets/86074bff-e648-4db4-a3e9-08d49e433df0" /> ## 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
…o#3540) ## Description: NameLayer perf part 2 after openfrontio#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 openfrontio#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 openfrontio#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
…ctory (openfrontio#3605) Bumps the npm_and_yarn group with 1 update in the / directory: [vite](https://github.com/vitejs/vite/tree/HEAD/packages/vite). Updates `vite` from 7.3.0 to 7.3.2 <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/vitejs/vite/releases">vite's releases</a>.</em></p> <blockquote> <h2>v7.3.2</h2> <p>Please refer to <a href="https://github.com/vitejs/vite/blob/v7.3.2/packages/vite/CHANGELOG.md">CHANGELOG.md</a> for details.</p> <h2>v7.3.1</h2> <p>Please refer to <a href="https://github.com/vitejs/vite/blob/v7.3.1/packages/vite/CHANGELOG.md">CHANGELOG.md</a> for details.</p> </blockquote> </details> <details> <summary>Changelog</summary> <p><em>Sourced from <a href="https://github.com/vitejs/vite/blob/v7.3.2/packages/vite/CHANGELOG.md">vite's changelog</a>.</em></p> <blockquote> <h2><!-- raw HTML omitted --><a href="https://github.com/vitejs/vite/compare/v7.3.1...v7.3.2">7.3.2</a> (2026-04-06)<!-- raw HTML omitted --></h2> <h3>Bug Fixes</h3> <ul> <li>avoid path traversal with optimize deps sourcemap handler (<a href="https://redirect.github.com/vitejs/vite/issues/22161">#22161</a>) (<a href="https://github.com/vitejs/vite/commit/09d8c903bde12fee2710314d3b42bc789c686df7">09d8c90</a>)</li> <li>backport <a href="https://redirect.github.com/vitejs/vite/issues/22159">#22159</a>, apply server.fs check to env transport (<a href="https://redirect.github.com/vitejs/vite/issues/22162">#22162</a>) (<a href="https://github.com/vitejs/vite/commit/19db0f29c3a3ac4e64cc95c270716c77fd223ad1">19db0f2</a>)</li> <li>check <code>server.fs</code> after stripping query as well (<a href="https://redirect.github.com/vitejs/vite/issues/22160">#22160</a>) (<a href="https://github.com/vitejs/vite/commit/f8103cc946f137a54e395fe3f5d08e8209231ed6">f8103cc</a>)</li> </ul> <h2><!-- raw HTML omitted --><a href="https://github.com/vitejs/vite/compare/v7.3.0...v7.3.1">7.3.1</a> (2026-01-07)<!-- raw HTML omitted --></h2> <h3>Features</h3> <ul> <li>add <code>ignoreOutdatedRequests</code> option to <code>optimizeDeps</code> (<a href="https://redirect.github.com/vitejs/vite/issues/21364">#21364</a>) (<a href="https://github.com/vitejs/vite/commit/9d39d373a7b4e0a93322b70b9dbeb202af06af3e">9d39d37</a>)</li> </ul> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/vitejs/vite/commit/cc383e07b66d4c5a9768fcb570e0af812cb8d999"><code>cc383e0</code></a> release: v7.3.2</li> <li><a href="https://github.com/vitejs/vite/commit/09d8c903bde12fee2710314d3b42bc789c686df7"><code>09d8c90</code></a> fix: avoid path traversal with optimize deps sourcemap handler (<a href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/22161">#22161</a>)</li> <li><a href="https://github.com/vitejs/vite/commit/f8103cc946f137a54e395fe3f5d08e8209231ed6"><code>f8103cc</code></a> fix: check <code>server.fs</code> after stripping query as well (<a href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/22160">#22160</a>)</li> <li><a href="https://github.com/vitejs/vite/commit/19db0f29c3a3ac4e64cc95c270716c77fd223ad1"><code>19db0f2</code></a> fix: backport <a href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/22159">#22159</a>, apply server.fs check to env transport (<a href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/22162">#22162</a>)</li> <li><a href="https://github.com/vitejs/vite/commit/95e8923f35d0252c9f6eb2d5e358c084542706f1"><code>95e8923</code></a> release: v7.3.1</li> <li><a href="https://github.com/vitejs/vite/commit/9d39d373a7b4e0a93322b70b9dbeb202af06af3e"><code>9d39d37</code></a> feat: add <code>ignoreOutdatedRequests</code> option to <code>optimizeDeps</code> (<a href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/21364">#21364</a>)</li> <li>See full diff in <a href="https://github.com/vitejs/vite/commits/v7.3.2/packages/vite">compare view</a></li> </ul> </details> <br /> [](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. 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…tio#3481) ## Description: Skip slow and blocking LocalStorage reads, replace by a Map. Also some refactoring. ### Contains - No out-of-sync issue between main and worker thread: Earlier PRs got a comment from evan about main & worker.worker thread having their own version of usersettings and possibly getting out-of-sync (see openfrontio#760 (review), openfrontio#896 (review) and openfrontio#1266. But userSettings is not used in files ran by worker.worker, not even 10 months after evan's first comment about it. In GameRunner, createGameRunner sends NULL to getConfig as argument for userSettings. And DefaultConfig guards against userSettings being null by throwing an error, but it has never been thrown which points to worker.worker thread not using userSettings. So we do not need to worry about syncing between the threads currently. (If needed in the future after all, we could quite easily sync it, by loading the userSettings cache on worker.worker and listening to the "user-settings-changed" event @scamiv to keep it synced (changes in WorkerMessages and WorkerClient etc would be needed to handle this). - Went with cache in UserSettings, not with listening to "user-settings-changed" event: "user-settings-changed" was added by @scamiv and is used in PerformanceOverlay. Which is great for single files that need the very best performance. But having to add that same system to any file reading settings, scales poorly and would lead to messy code. Also, a developer could make the mistake of not listening to the event and it would end up just reading LocalStorage again just like now. Also a developer might forget removing the listener or so etc. The cache is a central solution and fast, without changes to other files needed and future-proof. - Make sure each setting is cached: UserSettingsModal was using LocalStorage directly by itself for some things. Made it use the central UserSettings methods instead so we avoid LocalStorage reads as much as possible. For this, changed get() and set() in UserSettings to getBool() and setBool(), to introduce a getString() and setString() for use in UserSettingsModal while keeping getCached() and setCached() private within UserSettings. - Remove unused 'focusLocked' and 'toggleFocusLocked' from UserSettings: was last changed 11 months ago to just return false. Since then we've moved to different ways of highlighting and this setting isn't used anymore. No existing references or callers are left. - Other files: -- Have callers call the renamed functions (see point above) -- Remove userSettings from UILayer and Territorylayer: the variable is unused in those files. Also remove from GameRenderer when it calls TerritoryLayer. -- Cache calls to defaultconfig Theme (which in turn calls dark mode setting)/Config better in: GameView and Terrainlayer. ### Update on Contents later on It wasn't really in scope of this PR but further consolidation was called for. These changes could also pave the way for UserSettingsModal (main menu) perhaps being partly mergable with SettingsModal (in-game) one day as it begins to look more like it. Even though UserSettingsModal still does things its own way, and does console.log where SettingsModal doesn't, etc. They both have partially different content and settings but also have a large overlap. - UserSettings: Removed localStorage call from clearFlag() and setFlag() which were added after creation of this PR, and were neatly merged in silence without merge conflicts so i wasn't aware of them yet until now. - UserSettings: added key constants, exported to use both inside UserSettings and in files that listen to its events. - UserSettings 'emitChange': now done from setCached, removed from setBool, setFlag etc. Also removed from the new setFlag. And from setPattern even though it emitted "pattern" instead of key name "territoryPattern"; now it emits the default "territoryPattern" from PATTERN_KEY which is re-used in Store, TerritoryPatternsModal and PatternInput. - UserSettingsModal: made UserSettingsModal call existing toggle functions in UserSettings, or new or existing getter or setter. We do not need CustomEvent: checked anymore. In UserSettingsModal, its toggle functions did not all actually toggle, some like toggleLeftClickOpensMenu actually just set a value. Based on the 'checked' value of the CustomEvent. But we don't need that 'checked' value anymore and none of the checks for it inside the toggle functions in UserSettingsModal, now that we just directly call toggleLeftClickOpensMenu and others in UserSettings. - SettingToggle: continuing about not needing CustomEvent anymore: the old way actually fired two events. The native change event from <input> and our own CustomEvent from handleChange in SettingToggle. It prevented handling both events by checking e.detail?.checked === undefined. But now, the native <input> event is all we need to show the visual toggle change and trigger @Changed in UserSettingsModal which calls the toggle function. - Use the toggle functions too from CopyButton and PerformanceOverlay.ts. In PerformanceOverlay, change in onUserSettingsChanged was needed because of how setBool works. - UserSettingsModal 'toggleDarkMode': in UserSettingsModal, removed the event from toggleDarkMode in UserSettingsModal; nothing is listening to this event anymore after DarkModeButton.ts was removed some time ago. Also both UserSettingsModal an UserSettings added/removed "dark" from the document element. Now that UserSettingsModal calls toggleDarkMode in UserSettings, we could centralize that. But UserSettings is in core, not in client like UserSettingsModal. But now that we emit "user-settings-changed", we could handle it even more centralized and not have UserSettingsModal or UserSettings touch the element directly. Instead have Main.ts listen to the event and change it dark mode from there. - UserSettings: added claryfing comment to attackRatioIncrement and the new attackRatio setters/getters, to explain their difference. Noticed a small omitment in its description and fixed that right away in en.json: you can change attack ratio increment by shift+mouse wheel scroll or by hotkey. So made "How much the attack ratio keybinds change per press" also mention "/scroll." **BEFORE** (with getDisplayName added back to NameLayer as a fix i will do soon) get > getItem in UserSettings  renderLayer in NameLayer (with getDisplayName added back to NameLayer as a fix i will do soon)  **AFTER** (with getDisplayName added back to NameLayer as a fix i will do soon) getCached in UserSettings  renderLayer in NameLayer (with getDisplayName added back to NameLayer as a fix i will do soon)  ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33
## Description: Adds sound effects for approved events from the [sound asset pack](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing). 15 new sound effects triggered from `FxLayer`, `EventsDisplay`, and `RadialMenu`. Sounds play even when visual FX are off, so disabling explosions doesn't kill audio. Unapproved sounds are included as assets but not wired up yet. ### SoundManager architecture Reworked `SoundManager` per [maintainer feedback](openfrontio#1893 (comment)) and [follow-up review](openfrontio#3394): - No more singleton. `SoundManager` is instantiated in `createClientGame()` with `EventBus` and `UserSettings` - Layers emit events (`PlaySoundEffectEvent`, `SetBackgroundMusicVolumeEvent`, `SetSoundEffectsVolumeEvent`) via EventBus instead of holding a `SoundManager` reference - `SoundManager` subscribes to these events in its constructor - `SoundEffect` is a type union (not an enum), per project convention - All sound configuration (type, URL mapping, events) lives in `Sounds.ts` - Sound effects are lazy-loaded on first play - Channel limit of 8 concurrent sounds. New sounds always play; when at the limit, the oldest active sound gets stopped - `SoundManager` bootstraps volume from `UserSettings` in its constructor - All Howler calls are wrapped in try/catch with error logging, so sound failures never crash the game - `dispose()` method unsubscribes from EventBus and unloads all Howl instances on game shutdown - Sound code stays entirely in `src/client/`, nothing in `core/` touches it ## Sound approval status (per [spreadsheet](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing)) ### Approved, wired up in this PR | Event | Sound file | Trigger location | |-------|-----------|-----------------| | Message sent/received | `message.mp3` | EventsDisplay | | Menu open/select | `click.mp3` | RadialMenu | | Atom bomb launch | `atom-launch.mp3` | FxLayer (unit created) | | Atom bomb / MIRV hit | `atom-hit.mp3` | FxLayer (reached target) | | Hydrogen launch | `hydrogen-launch.mp3` | FxLayer (unit created) | | Hydrogen hit | `hydrogen-hit.mp3` | FxLayer (reached target) | | MIRV launch | `mirv-launch.mp3` | FxLayer (unit created) | | Alliance suggested | `alliance-suggested.mp3` | EventsDisplay | | Alliance broken | `alliance-broken.mp3` | EventsDisplay | | Port built | `build-port.mp3` | FxLayer (construction complete) | | City built | `build-city.mp3` | FxLayer (construction complete) | | Defense post built | `build-defense-post.mp3` | FxLayer (construction complete) | | Warship built | `build-warship.mp3` | FxLayer (unit created) | | SAM built | `sam-built.mp3` | FxLayer (construction complete) | ### Waiting for approval, sound files included but NOT wired up | Event | Sound file | Notes | |-------|-----------|-------| | Missile Silo built | `silo-built.mp3` | Waiting for Approval | | SAM shoot | `sam-shoot.mp3` | Waiting for Approval | | SAM hit | - | Waiting for Approval, no sound file assigned | | Warship sunk | - | Waiting for Approval, no sound file assigned | | Warship shoot | - | Waiting for Approval, no sound file assigned | ### Not done, no sound files exist yet | Event | Notes | |-------|-------| | Looted player | "Not sure if needed" | | Invaded | - | | Ship invasion incoming | - | | Ship sent | - | | Menu theme song | - | | Ambience | "Not sure if needed" | ## Test plan - [x] Start a private game and launch atom/hydrogen/MIRV nukes, verify launch and detonation sounds - [x] Build structures (city, port, defense post, SAM), verify build completion sounds - [x] Build a warship, verify warship built sound - [x] Receive an alliance request, verify alliance suggested sound - [x] Break an alliance, verify alliance broken sound - [ ] Receive a chat message, verify message sound - [x] Open the radial menu and click items, verify click sound - [x] Disable visual FX in settings, verify sounds still play - [x] Adjust SFX volume slider, verify it affects all new sounds - [x] Verify no audio issues with rapid/overlapping events - [x] Verify SoundManager responds to EventBus events and unsubscribes cleanly on dispose - [x] Verify SoundManager swallows Howler errors without crashing the game - [x] Verify channel limit of 8, oldest sound stopped when at cap ## Checklist - [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 Resolves openfrontio#1893 ## Please put your Discord username so you can be contacted if a bug or regression is found: cool_clarky
## Description: Vimacs on Discord pointed out a heavier than needed DOM load from the [AttackingTroopsOverlay PR](openfrontio#3427) - Caches a single `labelTemplate` in `AttackingTroopsOverlay`, built once on init and cloned per label instead of recreating it each time - Removes redundant inline style assignments that were repeated on every label creation - Simplifies `updateLabelContent` by accessing template-guaranteed children directly by index ## 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: Radyus
…tio#3607) ## Description: ### Problem When a host toggled off certain settings (game length, PVP immunity, starting gold, gold multiplier, disable alliances) in the host lobby modal, joiners still saw the old values. The settings appeared "stuck" once enabled. ### Root Cause `putGameConfig()` sent `undefined` for disabled settings, but `JSON.stringify` strips `undefined` properties entirely. The server's `!== undefined` guard never fired, so the old value was never cleared. ### Fix - **HostLobbyModal**: Send `null` instead of `undefined` when these settings are toggled off (`null` survives JSON serialization) - **Schemas**: Add `.nullable()` to the five affected fields (`maxTimerValue`, `spawnImmunityDuration`, `goldMultiplier`, `startingGold`, `disableAlliances`) - **GameServer**: Use `?? undefined` (nullish coalescing) to convert incoming `null` back to `undefined` when storing on the config Other settings are unaffected. Booleans like `infiniteGold` always send `true`/`false`, and fields like `bots`/`gameMap` always have a concrete value.. ## 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: Adition of Strait of Malacca map It adds a new map, requested by Coolson awildcoolson Describe the PR. The map added is a map inspired by the strait of Malacca, it contains two large landmasses and some islands ## 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: lerithmercano --------- Co-authored-by: Ricky G.P. <realtacoco@gmail.com> Co-authored-by: VariableVince <24507472+VariableVince@users.noreply.github.com>
…penfrontio#3545) Resolves openfrontio#2998 ## Description: Adds a news box to the lobby homepage that advertises upcoming clan tournaments, weekly tournaments, and new player tutorials. The component sits above the username input and cycles through items automatically. <img width="1138" height="591" alt="screenshot-2026-03-31_00-48-33" src="https://github.com/user-attachments/assets/4b79287d-6aca-4c81-9bfe-36aad043f381" /> <img width="1107" height="595" alt="screenshot-2026-03-31_00-48-24" src="https://github.com/user-attachments/assets/598e6b8b-e0f2-4864-a5fb-a00c0cc98f37" /> <img width="1367" height="599" alt="screenshot-2026-03-31_00-48-04" src="https://github.com/user-attachments/assets/14f74e70-9dc0-4d67-af6e-c4708e539490" /> ## 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: deathllotus --------- Co-authored-by: Evan <evanpelle@gmail.com>
## Description: Put Win Modal on top of other modals, namely the Player Panel (z-index 10001) and EmojiTable (z-index 10002). Because currently if Player Panel is open when the Win Modal (z-index 9999) appears on death/win, the Panel is incorrectly shown on top of the Win Modal. Fix is to up Win Modal z-index to 10010, which also leaves room for other (newly added) panels/modals below it still. Fixes: https://discord.com/channels/1284581928254701718/1284581928833388619/1491504813521895534  ## 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
…k spawn point (openfrontio#3611) ## Description: During spawn phase, disable Radial Menu further. Its options where already greyed out or non-responding on purpose, except for the attack button (middle button) which could only be used to select a spawn point but two clicks for that is convoluted. It was mostly a nuisance, especially on mobile where you where forced to go through the Radial Menu, so tap and then tap again to pick a spawn point. - Now, left click directly places a spawn point. Even if "Left click opens menu" is enabled. - And right click does not open Radial menu anymore. Which had no use anyway. And also makes touch screen and mouse players more alike in that they now both have no access to the Radial Menu (which didn't have a purpose anyway except picking spawn point in a convoluted way with two clicks). - On touch screen during spawn phase, the Radial Menu also doesn't open anymore. Instead of two taps (open Radial Menu > tap attack button), now one tap suffices to pick a spawn point just like one left mouse click now does. Fixes openfrontio#3609 Also from UnitLayer > onTouch: - remove redundant isValidRef check. Since isValidCoord check was added in PR 3226 above it, we know it is a correct coord and with that correct ref, already. - remove redundant comment about isValidCoord/Ref not being checked there yet intentionally, because it is actually being checked there since PR 3226. ## 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: iamlewis <lewismmmm@gmail.com>
## Description: Remove dead code relating to colors. ## 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 babyboucher
## Description: Adds a new `waterNukes` game config option that causes nuclear detonations to convert land tiles into water instead of just leaving fallout. When enabled, nuked land tiles are batched and converted to water each tick, with full terrain metadata updates including: - Ocean bit propagation from adjacent ocean tiles (BFS flood fill) - Magnitude recomputation via BFS from remaining coastlines - Shoreline bit fix-up in a 2-ring neighborhood around converted tiles - Minimap terrain sync (majority-rule downsampling) - Throttled water navigation graph rebuild (every 20 ticks) for ship pathfinding - Ship executions detect graph rebuilds and refresh their pathfinders - TransportShips auto-retreat if their destination becomes water - Water nuke craters use a smoothed angular noise ring with a bounding-box scan instead of the regular per-tile random coin flip with BFS, producing clean blob-shaped craters without scattered land pixels that players would have to boat to individually The `TerrainLayer` now incrementally repaints tiles that changed terrain type, and tile update packets encode the terrain byte alongside tile state so clients can reflect water conversions in real time. When `waterNukes` is disabled, behavior is unchanged (fallout only). Includes a new test suite (WaterNukes.test.ts) covering the conversion pipeline, ocean propagation, magnitude recalculation, shoreline updates, and minimap sync. Also adds a new public game modifier for the special rotation. ### The only problem A bit of lag on impact. But otherwise it works great and is fun. Maybe needs some followup improvements if it gets merged. I think its very cool in baikal / four islands team games. Chip away the territory of your opponents. Its also fun to turn The Box / Alps into a water map (its actually possible to boat-trade then) ### Media Video does not show the updated craters https://github.com/user-attachments/assets/aed8bf08-0e94-4484-b997-4de11ae313d9 Updated craters (no tiny islands after impact): <img width="1920" height="1080" alt="image" src="https://github.com/user-attachments/assets/e896870b-bc9d-493d-8bc8-b3a5427d69d3" /> <img width="1472" height="920" alt="image" src="https://github.com/user-attachments/assets/677065aa-0159-48cd-af44-a91b0f57adfc" /> <img width="1296" height="892" alt="image" src="https://github.com/user-attachments/assets/886ffaba-541f-4e46-97c6-ce963f632fe0" /> ## 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
…uld not update flag on clearFlag (openfrontio#3626) ## Description: openfrontio#3479 put setFlag and clearFlag in UserSettings. openfrontio#3481 did some updates to incorporate them into UserSettings cache. But made two misjudgments. Which led to: when default/none flag was selected, FlagInput would still display the previously selected flag. And on clearFlag call, unnecessary updates where send to FlagInput > updateFlag. This PR fixes it. - Don't send update event on clearFlag by default, just like PR 3479 didn't. Although i could imagine potential cases where we would want to update the displayed flag in FlagInput. Not when clearFlag is called from Auth > logOut. But maybe in some, but not all, cases when it is called from Cosmetics > getPlayerCosmeticsRefs. That is for future investigations by another contributor. - Do sent update event when clearFlag is called from setFlag, if the "country:xx" (default/none) flag is set. Previously, it would have sent event this.emitChange(FLAG_KEY, **"country:xx"**). Now, via clearFlag, it sends this.emitChange(FLAG_KEY, **null**) - Have FlagInput > updateFlag handle null. Previously it expected to always recieve a string, even for default/none flag "country:xx". Now it will also set this.flag to null if it recieves an event with null. It being able to handle event value null actually hardens the code so seems better to me either way. FlagInput > isDefaultFlagValue() already did handle null values to determine the default flag, so no changes needed 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: tryout33
## Description: The motivation is to have a single "cosmetic-button" element, so we can abstract out the cosmetic types. This will make it much easier to add new cosmetic types in the future. Unifies PatternButton and FlagButton into a single CosmeticButton component. Extracts a resolveCosmetics() function that flattens patterns × color palettes + flags into a ResolvedCosmetic[] with relationship status pre-computed, replacing duplicated resolution logic across four callers. * New CosmeticButton — renders patterns or flags based on ResolvedCosmetic.type * New resolveCosmetics() — centralizes ownership/purchase/blocked resolution * Extracted PatternPreview — canvas rendering split into its own module * Added type: "pattern" | "flag" discriminator to Zod cosmetic schemas * Deleted FlagButton.ts and PatternButton.ts * Added 320-line test suite for resolveCosmetics ## 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
…penfrontio#3631) ## Description: Fix for v30 and main. Do not show "Not logged in" on the FlagInputModal in CrazyGames, since our own login should not work there. It was added in openfrontio#3521 in v30 so this fix is needed for production too. <img width="1415" height="797" alt="image" src="https://github.com/user-attachments/assets/ef839e08-827d-4eea-b5aa-8aca6357ad07" /> ## 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
…penfrontio#3631) ## Description: Fix for v30 and main. Do not show "Not logged in" on the FlagInputModal in CrazyGames, since our own login should not work there. It was added in openfrontio#3521 in v30 so this fix is needed for production too. <img width="1415" height="797" alt="image" src="https://github.com/user-attachments/assets/ef839e08-827d-4eea-b5aa-8aca6357ad07" /> ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: tryout33
## Description: Adds a currency pack system to the store. Players can purchase packs of in-game currency (Plutonium and Caps) via Stripe checkout. What's new: * Pack schema (PackSchema) — new cosmetic type with currency (hard/soft), amount, and displayName * "Packs" tab in the Store — renders purchasable currency packs using existing CosmeticButton infrastructure * Stripe checkout flow — new createCurrencyPackCheckout API call and handlePackPurchase handler * Currency display in Account modal — shows Plutonium and Caps balances when logged in I* con components — <plutonium-icon> (animated green glow + rotate) and <cap-icon> with new SVG assets * Currency in UserMeResponse — player.currency.hard / player.currency.soft added to the API schema ## 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: Add map Luna (The Moon). https://youtu.be/6L6vS9VvD8k https://discord.com/channels/1284581928254701718/1490394299785805944/1490394299785805944 ## 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 ## Discord username PlaysBadly --------- Co-authored-by: FloPinguin <25036848+FloPinguin@users.noreply.github.com>
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).
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.
## 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
## Description: In PR 3654 i left an unnecessary question mark. ## 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: 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
…ory capture 🛡️ (openfrontio#3814) ## 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
…ory capture 🛡️ (openfrontio#3814) ## 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
This reverts commit 819edb2.
…o#3826) ## Description: `MapLandTiles` was fetching map manifests via HTTP at `http://localhost:3000/maps/<map>/manifest.json`. This stopped working after PR openfrontio#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
…o#3826) ## Description: `MapLandTiles` was fetching map manifests via HTTP at `http://localhost:3000/maps/<map>/manifest.json`. This stopped working after PR openfrontio#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
…io#3831) ## Description: The store item cards were truncating names with an ellipsis. This change updates the cosmetic card name label to wrap instead of truncating, so the full name is always shown. before <img width="748" height="363" alt="スクリーンショット 2026-05-04 10 26 58" src="https://github.com/user-attachments/assets/32030be3-6e92-4ca6-8117-451c0ae75582" /> after <img width="756" height="585" alt="スクリーンショット 2026-05-04 10 27 30" src="https://github.com/user-attachments/assets/20e0fd36-dea4-4236-852b-ca5a2cd7e0f5" /> ## 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
Resolves #https://discord.com/channels/1359946986937258015/1381347989464809664/1500830892405424168 ## Description: Fixes a mobile layout issue where a large gap appeared below the OpenFront logo, causing fewer menu options to be visible without scrolling. before <img width="591" height="910" alt="スクリーンショット 2026-05-04 21 32 32" src="https://github.com/user-attachments/assets/7d9de0de-8d19-4e54-bec6-2bc3b9dda6a5" /> after <img width="603" height="1311" alt="OpenFront (ALPHA)" src="https://github.com/user-attachments/assets/e606feee-0f33-4a8c-b100-514005a0d2aa" /> ## 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 Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description: Other settings previously included emojis, but those have since been removed. This change updates the user settings to keep the UI consistent. ## 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 Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
## Description
Re-enables Turnstile verification (was temporarily disabled in v31 to
diagnose intermittent `invalid-input-response` rejections) and moves the
verification call off the game servers.
Game servers no longer hold `TURNSTILE_SECRET_KEY` or hit
`challenges.cloudflare.com` directly. Instead they POST to
`${jwtIssuer}/turnstile` on the api-worker (authenticated with the
existing `apiKey`), which holds the secret and proxies to Cloudflare.
Shrinks blast radius and removes the secret from every game host + GH
Actions workflow.
Response from the api-worker is Zod-validated; null tokens short-circuit
to `rejected` locally.
## Please complete the following:
- [x] I have added screenshots for all UI updates (n/a — server only)
- [x] I process any text displayed to the user through translateText()
(n/a — no user-visible text)
- [ ] 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
## Discord:
evanpelle
Co-Authored-By: John Yuki <30492756+johnyuki@users.noreply.github.com>
Group patterns that share the same base skin into a single tile. Each tile shows color palette swatches when multiple color variants exist, allowing users to preview and purchase any variant from a single condensed tile. Co-Authored-By: John Yuki <30492756+johnyuki@users.noreply.github.com>
Author
🤖 Devin AI EngineerI'll be helping with this pull request! Here's what you should know: ✅ I will automatically:
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Adds a 'Preview' button on pattern tiles in the Store. Clicking it opens a modal showing the pattern applied to a territory-like blob shape on a dark game background, giving users a sense of how the skin looks in-game before purchasing. Co-Authored-By: John Yuki <30492756+johnyuki@users.noreply.github.com>
Renders a canvas-based preview showing multiple player territories on a dark ocean background, with the selected skin applied to the central territory. Uses the actual PatternDecoder for pixel-accurate pattern rendering, giving users a realistic sense of how the skin looks in-game alongside other players. Co-Authored-By: John Yuki <30492756+johnyuki@users.noreply.github.com>
Replace the generated game scene with the existing GameplayScreenshot.png as the preview background. A territory mask identifies the green territory in the France/Spain region where the selected skin pattern is composited on top, giving users a realistic view of how the skin looks in an actual game alongside other players. Co-Authored-By: John Yuki <30492756+johnyuki@users.noreply.github.com>
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Description:
This PR does three things:
Syncs with upstream — merges 184 commits from
openfrontio/OpenFrontIOmain to bring the fork up to date with the live game version.Condenses Store pattern tiles — Previously, patterns with multiple colour palettes appeared as separate tiles (e.g. the same skin repeated 4+ times in different colours). Now each unique pattern skin appears as a single tile with small colour palette swatches below the preview. Clicking a swatch updates the preview and purchase action to that colour variant.
Adds skin preview button — Each pattern tile now has a "Preview" button. Clicking it opens a modal showing the pattern applied to a territory-like blob shape on a dark game background, giving users a sense of how the skin looks in-game before purchasing.
Changes:
src/client/Store.ts— AddedgroupPatternsByName()to group resolved pattern cosmetics by their base pattern name, and passesalternateColorsto eachcosmetic-button.src/client/components/CosmeticButton.ts— AddedalternateColorsproperty,selectedColorIndexstate, colour swatches, and a "Preview" button for pattern tiles.src/client/components/SkinPreviewModal.ts— New component that renders an in-game territory preview using the pattern applied to an SVG blob shape on a dark background.resources/lang/en.json— Addedstore.previewandstore.preview_labeltranslation keys.Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
JohnYuki
Link to Devin session: https://app.devin.ai/sessions/ecabaf1b5754458b8a1f7bf6a355df7f
Requested by: @johnyuki