fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

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@derrickmehaffy

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Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

Conversation

@derrickmehaffy

Copy link
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Contributor

Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
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1 participant

@derrickmehaffy
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

Conversation

@derrickmehaffy

Copy link
Copy Markdown
Contributor

Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
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1 participant

@derrickmehaffy
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

Conversation

@derrickmehaffy

Copy link
Copy Markdown
Contributor

Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
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1 participant

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

Conversation

@derrickmehaffy

Copy link
Copy Markdown
Contributor

Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

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Development

Successfully merging this pull request may close these issues.

1 participant

@derrickmehaffy
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

Conversation

@derrickmehaffy

Copy link
Copy Markdown
Contributor

Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
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Successfully merging this pull request may close these issues.

1 participant

@derrickmehaffy
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

Conversation

@derrickmehaffy

Copy link
Copy Markdown
Contributor

Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

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Successfully merging this pull request may close these issues.

1 participant

@derrickmehaffy
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

fix: render claim overlay after water color so ocean claims are visible - #104

Merged
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility
Mar 15, 2026
Merged

fix: render claim overlay after water color so ocean claims are visible#104
derrickmehaffy merged 1 commit into
releases/0.12.0from
fix/water-claims-visibility

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Summary

  • Move claim color overlay to render after water/fluid color in the world map rendering pipeline
  • Previously water tint was applied last, effectively erasing claim overlays in ocean biomes (deep water depth multiplier approaches 0, replacing the claim color entirely)
  • Now claims render on top of fully-rendered water, making them clearly visible regardless of water depth

Rendering order change:

Before: terrain → OG regions → CLAIMS → shading → water (overwrites claims)
After: terrain → OG regions → shading → water → CLAIMS (visible on water)

No logic changes — single block move within generateImageAsync().

Closes#90

Test plan

  • Create a faction and claim territory in water/ocean — verify claim overlay is clearly visible with faction color
  • Claim territory on land — verify no visual regression (looks the same as before)
  • Claim in SafeZone/WarZone water areas — verify zone color overlay visible on water
  • Check OrbisGuard regions in water — verify they still render correctly under claim overlays
  • Force map refresh (/f admin map refresh) — verify claims update properly
  • Test with BetterMap installed — verify water claims visible with exploration system

🤖 Generated with Claude Code

Move the claim color overlay to render after the fluid/water color
application in the world map rendering pipeline. Previously, the water
tint was applied last, effectively erasing the claim overlay in ocean
biomes. Now claims render on top of the fully-rendered water, making
them clearly visible regardless of water depth.
Closes#90
@derrickmehaffy
derrickmehaffy merged commit 46cf231 into releases/0.12.0Mar 15, 2026
@derrickmehaffy
derrickmehaffy deleted the fix/water-claims-visibility branch March 15, 2026 01:26
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