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Author SHA1 Message Date
kamilkrzywda 8252b665b5 Merge pull request 'Fix map coastal-water bleed-through and border lines (v0.10.0)' (#24) from feat/map-border-style into master
CI / build + unit + e2e (push) Successful in 1m15s
2026-10-11 23:32:46 +02:00
kamilkrzywda 7d50cba061 Fix map coastal-water bleed-through and border lines (v0.10.0)
CI / build + unit + e2e (pull_request) Successful in 2m13s
Fixes #2
2026-10-11 21:26:25 +00:00
3 changed files with 11 additions and 6 deletions
+5
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@@ -2,6 +2,11 @@
All notable changes to **History** are listed here, newest first.
## v0.10.0 — 2026-10-11 21:25
- **Fix world map style (#2)** — made the choropleth fill fully opaque (`fill-opacity` 0.85 → 1.0) and darkened the Natural Earth terrain raster (`raster-opacity` 0.5 → 0.15), so the raster's flat water tint and fine 1:10m coastline no longer bleed through countries and compete with the borders.
- **Strengthened country border lines** — border width 0.7 → 1.25, and the per-region stroke alphas raised (owned 0.10 → 0.30, unowned 0.06 → 0.14) so the vector borders read clearly as the dominant edge, with owned regions still more prominent than unowned ones.
- Fixes #2.
## v0.9.0 — 2026-10-11 20:57
- **Reduced turn latency (prompt-level):** capped `recentEvents` in the turn prompt from the last 10 to the last 5 events, and added a HARD CONSTRAINT asking the reasoning model to keep its internal analysis brief before emitting the JSON. This shortens the chain-of-thought (the 170–223s turn driver) and lowers the risk of exhausting the 4000-token output budget before the answer (the original 502 failure mode). Reasoning stays enabled (`reasoning_effort: low`); the deterministic stub, the `TurnResult` contract, `max_tokens`, and `reasoning_effort` are all unchanged.
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "history",
"version": "0.9.0",
"version": "0.10.0",
"private": true,
"type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
+5 -5
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@@ -61,7 +61,7 @@ const INLINE_STYLE: maplibregl.StyleSpecification = {
type: 'raster',
source: 'terrain',
paint: {
'raster-opacity': 0.5,
'raster-opacity': 0.15,
'raster-brightness-max': 0.8,
'raster-fade-duration': 200,
},
@@ -124,11 +124,11 @@ function applyRegions(geo: FeatureCollection, regions: RegionMap, playerNationId
f.properties.fill = r.color;
f.properties.owner = r.owner;
f.properties.ownerId = r.ownerId;
f.properties.stroke = 'rgba(255,255,255,0.10)';
f.properties.stroke = 'rgba(255,255,255,0.30)';
f.properties.isPlayer = r.ownerId === playerNationId ? 1 : 0;
} else {
f.properties.fill = 'rgba(148,163,184,0.05)';
f.properties.stroke = 'rgba(255,255,255,0.06)';
f.properties.stroke = 'rgba(255,255,255,0.14)';
f.properties.owner = '';
f.properties.ownerId = '';
f.properties.isPlayer = 0;
@@ -411,7 +411,7 @@ export default function WorldMap({
id: FILL_LAYER,
type: 'fill',
source: COUNTRIES_SOURCE,
paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 0.85 },
paint: { 'fill-color': ['get', 'fill'], 'fill-opacity': 1.0 },
});
}
if (!map.getLayer(LINE_LAYER)) {
@@ -419,7 +419,7 @@ export default function WorldMap({
id: LINE_LAYER,
type: 'line',
source: COUNTRIES_SOURCE,
paint: { 'line-color': ['get', 'stroke'], 'line-width': 0.7, 'line-opacity': 0.95 },
paint: { 'line-color': ['get', 'stroke'], 'line-width': 1.25, 'line-opacity': 0.95 },
});
}
// NOTE: layers are added in bottom→top order (each appends on top). The