Commit Graph
4865 Commits
Author SHA1 Message Date
tresabhi 072174ad45 promote version 2026-10-09 18:01:10 -05:00
TrèsAbhi 03f2bcdc1a Merge pull request #366 from Hitjack007/track-repair-time 2026-10-09 17:29:38 -05:00
TrèsAbhi b6ae34dafa Merge pull request #377 from Hitjack007/armor-penetration-chance 2026-10-09 17:28:05 -05:00
TrèsAbhi 2e10052732 Merge pull request #282 from Hitjack007/armor-controls-edge 2026-10-09 17:06:22 -05:00
TrèsAbhi 9a95306b37 Merge pull request #284 from Hitjack007/mixer-mobile 2026-10-09 17:03:52 -05:00
tresabhi fbc4355984 remove clamped vw 2026-10-09 17:02:54 -05:00
TrèsAbhi 24026a95ee Merge pull request #359 from Hitjack007/flag-offset 2026-10-09 16:57:27 -05:00
TrèsAbhi 8f4a43fc8a Merge pull request #357 from Hitjack007/playlist-filters-layout 2026-10-09 16:55:20 -05:00
tresabhi 646d6fa7d5 center align and max width 32rem 2026-10-09 16:54:37 -05:00
TrèsAbhi 37fae7477d Merge branch 'main' into playlist-filters-layout 2026-10-09 16:53:35 -05:00
Mark Greene 940c3c537b Feature: track repair time in Tankopedia
Adds track repair time to the Tankopedia survivability stats, matching the value the game lists.

- Added a required `repair_time` to track definitions, filled from each chassis's hysteresis health divided by its health regen per second
- Applied the toolbox, the repair crew skill and the protective kit as multiplicative repair speed bonuses
- Added a Track repair time row under fire chance; it appears once the definitions are regenerated on the next build

Fixes #308
2026-10-08 18:02:05 +13:00
Mark Greene fbdfa2c063 Feature: Penetration chance in the armor shot card
Shows the chance a shot penetrates in the dynamic armor shot card, right-aligned on the shot's result line.

- Penetration varies by ±5% (the same randomisation the armor highlighter shader uses), so the chance is the share of that range where the shot's final outcome is a penetration
- Re-runs the existing shot calculation at different penetration values, so spaced armor, HEAT gap losses and ricochets are taken into account
- For ricochets the chance is shown on the ricocheted shot's line; HE splashes don't count as penetrations
- Adds the `shot_card.stats.penetration_chance` string

Fixes #342
2026-10-08 18:00:57 +13:00
tresabhi 7234c39ad8 move credits back 2026-10-07 21:32:38 -05:00
TrèsAbhi c292adac41 Merge pull request #356 from Hitjack007/track-texture-scroll-rates 2026-10-07 17:05:52 -05:00
TrèsAbhi 1af104d4d6 Merge branch 'main' into track-texture-scroll-rates 2026-10-07 17:01:58 -05:00
TrèsAbhi 7b7513f227 Merge pull request #355 from Hitjack007/restore-locale-redirect 2026-10-07 17:01:01 -05:00
tresabhi 02f5cc0686 remove redundant logic 2026-10-07 17:00:47 -05:00
TrèsAbhi 6f1d653d54 Merge branch 'main' into restore-locale-redirect 2026-10-07 16:59:43 -05:00
tresabhi 92c8b90bb3 remove api check 2026-10-07 16:56:40 -05:00
TrèsAbhi 1b807e6d0e Merge pull request #360 from Hitjack007/equalizer-background-sliver 2026-10-07 16:48:29 -05:00
tresabhi 0e7b020d60 fix sliver 2026-10-07 16:48:08 -05:00
TrèsAbhi eda5d10290 Merge branch 'main' into equalizer-background-sliver 2026-10-07 16:37:48 -05:00
TrèsAbhi 85e93cd827 Merge pull request #361 from Hitjack007/contact-shadows-low-angles 2026-10-07 16:36:58 -05:00
TrèsAbhi bc2dd8c7b7 Merge branch 'main' into contact-shadows-low-angles 2026-10-07 16:35:43 -05:00
TrèsAbhi 904d50f4c3 New Crowdin updates (#379) 2026-10-07 16:35:15 -05:00
TrèsAbhi 112472762d Merge pull request #362 from Hitjack007/discover-ids-await-loop 2026-10-07 16:34:49 -05:00
TrèsAbhi f6e5fabb65 Merge pull request #363 from Hitjack007/stable-tank-sort-order 2026-10-07 16:33:25 -05:00
tresabhi e19d0d5895 revert tank exclusion 2026-10-07 16:32:48 -05:00
TrèsAbhi aa6268a86b Merge branch 'main' into stable-tank-sort-order 2026-10-07 16:30:42 -05:00
TrèsAbhi 0f878485b3 Merge pull request #364 from Hitjack007/tier-eleven-compatibility 2026-10-07 16:28:33 -05:00
tresabhi 0e119b6ba8 optimize awaitable tiers 2026-10-07 16:27:38 -05:00
tresabhi 3397e7f67b truthy array 2026-10-07 16:25:34 -05:00
TrèsAbhi de03a2ab95 Merge branch 'main' into tier-eleven-compatibility 2026-10-07 16:23:11 -05:00
tresabhi d4e649804e add astro cleaning script 2026-10-07 16:15:07 -05:00
TrèsAbhi c31d5705eb Merge pull request #367 from Hitjack007/tank-model-auto-load 2026-10-07 16:11:04 -05:00
tresabhi 16be5faae6 use UpdateIcon 2026-10-07 16:08:56 -05:00
tresabhi e1b079ca02 high contrast button 2026-10-07 16:06:52 -05:00
tresabhi 00149a3d9d simplify strings 2026-10-07 16:03:41 -05:00
TrèsAbhi e3e94e2b49 Merge branch 'main' into tank-model-auto-load 2026-10-07 15:59:34 -05:00
tresabhi 5ce927be4e force bun even with node installed 2026-10-07 10:14:44 -05:00
tresabhi c70fae8162 game strings 2026-10-05 11:24:29 -05:00
tresabhi d79e0ddb5d caching for strings 2026-10-05 11:24:01 -05:00
Mark Greene 541da65bfc Feature: option to turn off automatic tank model loading
Lets people on limited data stop the Tankopedia from downloading 3D models automatically.

- Added an Automatically load 3D models switch to the settings page, on by default
- When off, the tank page hero shows a Load 3D model button where the loading bar sits
- Held back every model download on the tank page until requested, including the dynamic armor switcher and the gun flexibility visualizer
- Wrapped the tank sandbox in its own suspense boundary so the loading bar shows real progress instead of the whole page waiting on the model
- Measured loading progress from when each loading bar appears so it always starts empty
- Added the English strings; other languages fall back until translated

Fixes #311
2026-10-05 19:52:46 +13:00
Mark Greene e4e92d76b4 Feature: tier XI compatibility
Prepares BlitzKit for tier XI tanks ahead of their release. Tier X was hardcoded as the maximum in the tank search filters, the guesser and the tech tree, and had no roman numeral beyond X.

- Added `XI` to `TIER_ROMAN_NUMERALS`
- Added an awaitable tier list derived from the highest tier in the tank definitions, so nothing changes until tier XI tanks exist
- Used it for the tank search tier filters and the guesser tier picker and defaults
- Made the tech tree check for successors instead of assuming tier X is the last tier

Fixes #302
2026-10-05 18:18:19 +13:00
Mark Greene 273881c460 Fix: keep tank order stable on select
Tanks sharing the same tier, nation, class and type were shown in an arbitrary order that changed after selecting a tank. The meta sort had no tiebreaker, and the filtered list was sorted and reversed in place, so each re-sort started from the previous reversed order and flipped tied tanks around.

- Added tank ID as the first sort key in `metaSortTank` so tied tanks always come out in the same order
- Sorted a copy of the tank search results, pre-sorted by ID, instead of the cached list
- Added an `exclude` option to tank search and used it in Compare so tanks already being compared can't be added again, including through select all or by swapping another slot

Fixes #313
2026-10-05 18:00:43 +13:00
Mark Greene 3aefe7d985 Fix: await the ID discovery loop so it runs to completion
The ID discovery script exited about a second after starting. Since the switch to `atMaxRate`, neither the discovery loop nor the request loop was awaited, and `atMaxRate` didn't await its callback, so the script went straight to `save()`, committed and exited while overlapping duplicate requests failed in the background.

- Awaited both `atMaxRate` loops and the callback inside `atMaxRate`
- Moved the ID range exhaustion check out of the retry loop so retries can't remove extra regions
- Treated network and JSON errors as failed API calls so a long run retries instead of crashing without saving

Fixes #306
2026-10-05 17:33:01 +13:00
Mark Greene bfe31053a9 Fix: keep contact shadows visible at low camera angles
Contact shadows under the tank disappeared when the camera orbited low enough to look up at it. The shadow plane and the ground disc are both transparent and centred on the origin, so three.js sorts them by camera depth. Looking upward flips that order, and because the shadow doesn't write depth, the ground disc was drawn over it.

- Gave `ContactShadows` a `renderOrder` of 1 so it always renders after the ground disc

Fixes #299
2026-10-05 17:28:01 +13:00
Mark Greene a5eac5572e Fix: remove background sliver under equalizer toggle gradient
On some browsers a thin sliver of the Insanity banner showed through along the rounded edges of the equalizer toggle, most visibly on the right where the gradient is opaque. The banner and the gradient were painted on two separately clipped elements, so their anti-aliased edges didn't line up.

- Moved the gradient onto the outer box as the top layer of its `backgroundImage`, above the banner
- Removed the separate gradient layer from the inner flex

Fixes #297
2026-10-05 17:20:52 +13:00
tresabhi 116c30be88 logs 2026-10-04 14:22:04 -05:00
TrèsAbhi e0ba100e91 Merge pull request #281 from Hitjack007/translate-margin 2026-10-04 14:14:06 -05:00