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Merge pull request #3183
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beta
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mainIine authored Feb 28, 2025
2 parents bb33048 + 0f7a466 commit aa51b0d
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7 changes: 3 additions & 4 deletions background.js
Original file line number Diff line number Diff line change
Expand Up @@ -373,9 +373,9 @@ alertsDB.version(1).stores({
// @ts-ignore
//const askText = ask[lng];

if(!isDevMode() ) browser.tabs.create({
/*if(!isDevMode() ) browser.tabs.create({
url: `https://foe-helper.com/extension/update?lang=${lng}`
});
});*/
});


Expand All @@ -384,8 +384,7 @@ alertsDB.version(1).stores({
*
* @returns {boolean}
*/
function isDevMode()
{
function isDevMode() {
return !('update_url' in browser.runtime.getManifest());
}

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48 changes: 45 additions & 3 deletions changelog-de.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,37 @@
## Changelog - Extension

##### 3.11.0.0

**Neu**
- Spieler Profil
- Nachdem das Profil geöffnet wurde, erscheint links neben dem Stadtnamen ein Icon, zum Öffnen der Profilansicht
- Einstellungen
- Popups für QI und GG sind nun deaktivierbar
- Verbündetenübersicht
- Öffnet bei Klick auf das "Historische Verbündete" Gebäude
- Zeigt eine Liste der Verbündeten und Gebäuden mit Räumen an - leere Räume und unzugewiesene Verbündete stehen am Anfang der Liste
- QI-Aktionspunkte-Rechner
- In den QI wird am rechten Ende der Aktionspunkte-Leiste eine Sanduhr angezeigt
- Im Tooltip der Sanduhr wird angezeigt, wann die Leiste voll sein wird

**Update**
- Effizienz
- Gebäude aus dem Inventar hinzugefügt (noch nicht alle)
- Filter für Gebäudegröße hinzugefügt
- Eigenanteilsrechner
- Einstellung zum automatischen Öffnen hinzugefügt
- Einstellung zum Entfernen der meisten kaum genutzten Features
- FoE Helper Updates öffnen nun nicht mehr automatisch einen neuen Browsertab zum Changelog
- Produktionsübersicht (Einheiten)
- Grafik hinzugefügt für Einheiten des nächsten Zeitalters
- Box-Positionen werden nun in Bezug zur Bildschirmmitte ausgerichtet statt relativ zur linken oberen Ecke

**BugFix**
- Überlappungen an manchen Stellen behoben
- Beim Export der Gildenkasse war das Datum manchmal falsch

---

##### 3.10.1.0

**Update**
Expand All @@ -15,15 +47,19 @@
- Gildenkassenbeiträge
- Beim Export wurde das Datum nicht korrekt gelesen
- Blaue Galaxie und Gebäudeeffizienz
- Fenster gingen manchmal nicht auf oder waren leer (ist noch in Untersuchung ob die Reparatur geklappt hat)
- Fenster gingen manchmal nicht auf oder waren leer (ist noch in Untersuchung, ob die Reparatur geklappt hat)
- Tooltip
- "motivieren"/"polieren" Eigenschaft war falsch herum für Gebäude der neuen Generation

---

##### 3.10.0.1

**BugFix**
- Alarme gingen nicht

---

##### 3.10.0.0

**Neu**
Expand Down Expand Up @@ -61,6 +97,8 @@
- Gebäude-Effizienz:
- Die Bewertungen bei anderen Spielern haben dein aktuelles Zeitalter genutzt, statt ihr eigenes

---

##### 3.9.0.0

**Neu**
Expand All @@ -84,6 +122,8 @@
- In der Fragmente-Übersicht war die Anzahl an Fragmenten teilweise nicht korrekt
- In der Fragmente-Übersicht wurden nicht alle Gebäude gelistet

---

##### 3.8.1.0

**Neu**
Expand All @@ -98,12 +138,14 @@
- Legendäre Bauwerke Rechner - Powerlevel-Werte für Stufen 1-68 für Weltraumbasis hinzugefügt

**BugFix**
- Produktionsübersicht: ist wegen eines Spiel-Updates kaputt gegangen
- Produktionsübersicht: ist wegen eines Spiel-Updates kaputtgegangen
- Der Weltraumfrachter hat in der Produktionsübersicht gefehlt
- Verhandlungs-Assistent: Die Güter wurden nicht angezeigt, wenn man alte Betriebssysteme nutzt
- LG Investitionen: Fenster repariert, die Blaue Galaxie fehlt noch, aber man sollte die sowieso bis Stufe 91 leveln
- LG Investitionen: Fenster repariert, die blaue Galaxie fehlt noch, aber man sollte die sowieso bis Stufe 91 leveln
- Burgsystem: Das Fenster war nach einem Spiel-Update kaputt

---

##### 3.8.0.0

**Neu**
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30 changes: 30 additions & 0 deletions changelog-en.md
Original file line number Diff line number Diff line change
@@ -1,5 +1,35 @@
## Changelog - Extension

##### 3.11.0.0

**New**
- Player Profile
- After opening the profile, an icon to show the player profile will appear next to your city name
- Settings
- Disable QI and GBG pop ups
- Ally Overview
- Opens when entering the "Historical Allies" building
- Displays a list of your Allies and your buildings with rooms - empty rooms and unassigned allies will show up in the top
- QI-Action Points Calculator
- In QI, at the right end of the action points bar, am hour glass is displayed
- The tooltip of the hourglass displays the time, when the bar is expected to be full

**Update**
- Efficiency
- Added buildings from your inventory (not all of them just yet)
- Added a building size filter
- Own Part Calculator
- Added a setting to open automatically
- Added setting to disable most features that are hardly used
- FoE Helper Version updates no longer open a new browser tab with the changelog
- Production overview (units)
- added icon to indicate next era units
- Box positions are now saved in relation to the center of the page instead of the top left corner

**BugFix**
- Fixed overlaps in some places
- Fixed date parsing for the treasury export

##### 3.10.1.0

**Update**
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128 changes: 67 additions & 61 deletions css/web/boxes.css
Original file line number Diff line number Diff line change
Expand Up @@ -35,11 +35,6 @@ h3 {
font-size: 100%;
}

.overflowHidden {
overflow: hidden;
}


/* Chrome, Opera */
input[type=number]::-webkit-inner-spin-button,
input[type=number]::-webkit-outer-spin-button {
Expand Down Expand Up @@ -1415,12 +1410,12 @@ FP-Bar */

.close-jq-toast-single { position: absolute; top: 3px; right: 7px; font-size: 14px; cursor: pointer; }

.jq-toast-loader { display: block; position: absolute; top: -2px; height: 2px; width: 0; left: 0; border-radius: 5px; background: red; }
.jq-toast-loader { display: block; position: absolute; top: 0; height: 2px; width: 0; left: 0; border-radius: 5px; background: red; }
.jq-toast-loaded { width: 100%; }
.jq-has-icon { padding: 10px 10px 10px 50px; background-repeat: no-repeat; background-position: 10px; box-shadow: 0 1px 3px black; }

.jq-icon-info {
background-image: url('../images/hud/info-icon.png'), linear-gradient(rgba(76, 47, 30, 0.5), rgba(0,0,0,0.2)), url('../images/hud/box-bg.png');
background-image: url('../images/hud/info-icon.png'), linear-gradient(#31190bbf, #0000006b), url('../images/hud/box-bg.png');
background-position: 12px 20px, top left;
background-repeat: no-repeat, repeat, repeat;
color: #d9edf7;
Expand All @@ -1431,21 +1426,21 @@ FP-Bar */
}

.jq-icon-warning {
background-image: url('../images/hud/warning-icon.png'), linear-gradient(rgba(76, 47, 30, 0.5), rgba(0,0,0,0.2)), url('../images/hud/box-bg.png');
background-image: url('../images/hud/warning-icon.png'), linear-gradient(#31190bbf, #0000006b), url('../images/hud/box-bg.png');
background-position: 12px 20px, top left;
background-repeat: no-repeat, repeat, repeat;
color: #fcf8e3;
}

.jq-icon-error {
background-image: url('../images/hud/error-icon.png'), linear-gradient(rgba(76, 47, 30, 0.5), rgba(0,0,0,0.2)), url('../images/hud/box-bg.png');
background-image: url('../images/hud/error-icon.png'), linear-gradient(#31190bbf, #0000006b), url('../images/hud/box-bg.png');
background-position: 12px 20px, top left;
background-repeat: no-repeat, repeat, repeat;
color: #f2dede;
}

.jq-icon-success {
background-image: url('../images/hud/success-icon.png'), linear-gradient(rgba(76, 47, 30, 0.5), rgba(0,0,0,0.2)), url('../images/hud/box-bg.png');
background-image: url('../images/hud/success-icon.png'), linear-gradient(#31190bbf, #0000006b), url('../images/hud/box-bg.png');
background-position: 12px 20px, top left;
background-repeat: no-repeat, repeat, repeat;
color: #dff0d8;
Expand Down Expand Up @@ -2136,7 +2131,7 @@ tr.sorter-header th:not(.no-sort).descending:after {
--unit_scale: 3/5;
}

.unit_skill::after {
.unit_skill::before {
content: "";
background-image: url('../../js/web/unit/images/unit_skill.png');
background-repeat: no-repeat;
Expand All @@ -2146,53 +2141,64 @@ tr.sorter-header th:not(.no-sort).descending:after {
height: calc(24px*var(--unit_scale));
position: relative;
}

.unit_skill.rogue::after {background-position: calc(-144px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.attack::after {background-position: 0 0}
.unit_skill.blast::after {background-position: calc(-24px*var(--unit_scale)) 0}
.unit_skill.bushes::after {background-position: calc(-48px*var(--unit_scale)) 0}
.unit_skill.call_of_duty::after {background-position: calc(-72px*var(--unit_scale)) 0}
.unit_skill.chivalry::after {background-position: calc(-96px*var(--unit_scale)) 0}
.unit_skill.close_quarters::after {background-position: calc(-120px*var(--unit_scale)) 0}
.unit_skill.contact::after {background-position: 0 calc(-24px*var(--unit_scale))}
.unit_skill.crater::after {background-position: calc(-24px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.defense::after {background-position: calc(-48px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.double_damage::after {background-position: calc(-72px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.dragon_breath::after {background-position: calc(-96px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.era::after {background-position: calc(-120px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.fast::after {background-position: 0 calc(-48px*var(--unit_scale))}
.unit_skill.flying::after {background-position: calc(-24px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.force_field::after {background-position: calc(-48px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.forest::after {background-position: calc(-72px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.frenzy::after {background-position: calc(-96px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.heat::after {background-position: calc(-120px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.heavy_melee::after {background-position: 0 calc(-72px*var(--unit_scale))}
.unit_skill.hills::after {background-position: calc(-24px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.house::after {background-position: calc(-48px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.last_stand::after {background-position: calc(-72px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.light_melee::after {background-position: calc(-96px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.long_ranged::after {background-position: calc(-120px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.mirv::after {background-position: 0 calc(-96px*var(--unit_scale))}
.unit_skill.morale::after {background-position: calc(-24px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.mortar::after {background-position: calc(-48px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.movement::after {background-position: calc(-72px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.one_shot::after {background-position: calc(-96px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.plain::after {background-position: calc(-120px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.poison::after {background-position: 0 calc(-120px*var(--unit_scale))}
.unit_skill.power_shot::after {background-position: calc(-24px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.rally::after {background-position: calc(-48px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.range::after {background-position: calc(-72px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.rapid_deployment::after {background-position: calc(-96px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.reactive_armor::after {background-position: calc(-120px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.recharge::after {background-position: calc(-144px*var(--unit_scale)) 0}
.unit_skill.rocks::after {background-position: calc(-144px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.rubble::after {background-position: calc(-144px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.sandbagcircle::after {background-position: calc(-144px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.short_ranged::after {background-position: calc(-144px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.stealth::after {background-position: 0 calc(-144px*var(--unit_scale))}
.unit_skill.swamp::after {background-position: calc(-24px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.swarm::after {background-position: calc(-48px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.trench::after {background-position: calc(-72px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.unit::after {background-position: calc(-96px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.unit_ability_dug_in::after {background-position: calc(-120px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.random::after {background-image: url('../../js/web/x_img/random.webp'); background-size: contain; } /* todo */
.next_era::after {
content: "";
background-image: url('../../js/web/unit/images/next_era.png');
background-size: calc(24px*var(--unit_scale)) calc(24px*var(--unit_scale));
display: inline-block;
width: calc(24px*var(--unit_scale));
height: calc(24px*var(--unit_scale));
position: relative;
left: calc(-24px*var(--unit_scale));
margin-right: calc(-24px*var(--unit_scale));;
}

.unit_skill.rogue::before {background-position: calc(-144px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.attack::before {background-position: 0 0}
.unit_skill.blast::before {background-position: calc(-24px*var(--unit_scale)) 0}
.unit_skill.bushes::before {background-position: calc(-48px*var(--unit_scale)) 0}
.unit_skill.call_of_duty::before {background-position: calc(-72px*var(--unit_scale)) 0}
.unit_skill.chivalry::before {background-position: calc(-96px*var(--unit_scale)) 0}
.unit_skill.close_quarters::before {background-position: calc(-120px*var(--unit_scale)) 0}
.unit_skill.contact::before {background-position: 0 calc(-24px*var(--unit_scale))}
.unit_skill.crater::before {background-position: calc(-24px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.defense::before {background-position: calc(-48px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.double_damage::before {background-position: calc(-72px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.dragon_breath::before {background-position: calc(-96px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.era::before {background-position: calc(-120px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.fast::before {background-position: 0 calc(-48px*var(--unit_scale))}
.unit_skill.flying::before {background-position: calc(-24px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.force_field::before {background-position: calc(-48px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.forest::before {background-position: calc(-72px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.frenzy::before {background-position: calc(-96px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.heat::before {background-position: calc(-120px*var(--unit_scale)) calc(-48px*var(--unit_scale))}
.unit_skill.heavy_melee::before {background-position: 0 calc(-72px*var(--unit_scale))}
.unit_skill.hills::before {background-position: calc(-24px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.house::before {background-position: calc(-48px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.last_stand::before {background-position: calc(-72px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.light_melee::before {background-position: calc(-96px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.long_ranged::before {background-position: calc(-120px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.mirv::before {background-position: 0 calc(-96px*var(--unit_scale))}
.unit_skill.morale::before {background-position: calc(-24px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.mortar::before {background-position: calc(-48px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.movement::before {background-position: calc(-72px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.one_shot::before {background-position: calc(-96px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.plain::before {background-position: calc(-120px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.poison::before {background-position: 0 calc(-120px*var(--unit_scale))}
.unit_skill.power_shot::before {background-position: calc(-24px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.rally::before {background-position: calc(-48px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.range::before {background-position: calc(-72px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.rapid_deployment::before {background-position: calc(-96px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.reactive_armor::before {background-position: calc(-120px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.recharge::before {background-position: calc(-144px*var(--unit_scale)) 0}
.unit_skill.rocks::before {background-position: calc(-144px*var(--unit_scale)) calc(-24px*var(--unit_scale))}
.unit_skill.rubble::before {background-position: calc(-144px*var(--unit_scale)) calc(-72px*var(--unit_scale))}
.unit_skill.sandbagcircle::before {background-position: calc(-144px*var(--unit_scale)) calc(-96px*var(--unit_scale))}
.unit_skill.short_ranged::before {background-position: calc(-144px*var(--unit_scale)) calc(-120px*var(--unit_scale))}
.unit_skill.stealth::before {background-position: 0 calc(-144px*var(--unit_scale))}
.unit_skill.swamp::before {background-position: calc(-24px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.swarm::before {background-position: calc(-48px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.trench::before {background-position: calc(-72px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.unit::before {background-position: calc(-96px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.unit_ability_dug_in::before {background-position: calc(-120px*var(--unit_scale)) calc(-144px*var(--unit_scale))}
.unit_skill.random::before {background-image: url('../../js/web/x_img/random.webp'); background-size: contain; } /* todo */
Empty file modified images/app128.png
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Empty file modified images/app32.png
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4 changes: 3 additions & 1 deletion js/internal.json
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@
"indexdb",
"kits",
"outposts",
"profile",
"calculator",
"infoboard",
"productions",
Expand Down Expand Up @@ -65,5 +66,6 @@
"worldchallenge",
"boost-potions",
"customTooltip",
"reconstruction"
"reconstruction",
"boosts"
]
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