Merge branch 'beta' into damo-MysteryEncounterCollection

This commit is contained in:
NightKev 2025-07-22 18:18:17 -07:00
commit 5e7dddcf78
2295 changed files with 24701 additions and 29138 deletions

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@ -1,6 +1,19 @@
/** @type {import('dependency-cruiser').IConfiguration} */
module.exports = {
forbidden: [
{
name: "no-non-type-@type-exports",
severity: "error",
comment:
"Files in @types should not export anything but types and interfaces. " +
"The folder is intended to house imports that are removed at runtime, " +
"and thus should not contain anything with a bearing on runtime code.",
from: {},
to: {
path: "(^|/)src/@types",
dependencyTypesNot: ["type-only"],
},
},
{
name: "only-type-imports",
severity: "error",
@ -310,7 +323,7 @@ module.exports = {
conditionNames: ["import", "require", "node", "default", "types"],
/*
The extensions, by default are the same as the ones dependency-cruiser
can access (run `npx depcruise --info` to see which ones that are in
can access (run `pnpm exec depcruise --info` to see which ones that are in
_your_ environment). If that list is larger than you need you can pass
the extensions you actually use (e.g. [".js", ".jsx"]). This can speed
up module resolution, which is the most expensive step.

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@ -68,8 +68,8 @@ Do the reviewers need to do something special in order to test your changes?
- [ ] The PR is self-contained and cannot be split into smaller PRs?
- [ ] Have I provided a clear explanation of the changes?
- [ ] Have I tested the changes manually?
- [ ] Are all unit tests still passing? (`npm run test:silent`)
- [ ] Have I created new automated tests (`npm run test:create`) or updated existing tests related to the PR's changes?
- [ ] Are all unit tests still passing? (`pnpm test:silent`)
- [ ] Have I created new automated tests (`pnpm test:create`) or updated existing tests related to the PR's changes?
- [ ] Have I provided screenshots/videos of the changes (if applicable)?
- [ ] Have I made sure that any UI change works for both UI themes (default and legacy)?

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@ -11,22 +11,31 @@ on:
jobs:
deploy:
if: github.repository == 'pagefaultgames/pokerogue' && github.ref_name == ${{ vars.BETA_DEPLOY_BRANCH || 'beta' }}
if: github.repository == 'pagefaultgames/pokerogue' && github.ref_name == (vars.BETA_DEPLOY_BRANCH || 'beta')
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
with:
submodules: "recursive"
ref: ${{ vars.BETA_DEPLOY_BRANCH || 'beta'}}
- name: Install pnpm
uses: pnpm/action-setup@v4
with:
version: 10
- uses: actions/setup-node@v4
with:
node-version-file: ".nvmrc"
- name: Install dependencies
run: npm ci
run: pnpm i
- name: Build
run: npm run build:beta
run: pnpm build:beta
env:
NODE_ENV: production
- name: Set up SSH
run: |
mkdir ~/.ssh
@ -34,6 +43,7 @@ jobs:
echo "${{ secrets.BETA_SSH_PRIVATE_KEY }}" > ~/.ssh/id_ed25519
chmod 600 ~/.ssh/*
ssh-keyscan -H ${{ secrets.BETA_SSH_HOST }} >> ~/.ssh/known_hosts
- name: Deploy build on server
run: |
rsync --del --no-times --checksum -vrm dist/* ${{ secrets.BETA_SSH_USER }}@${{ secrets.BETA_SSH_HOST }}:${{ secrets.BETA_DESTINATION_DIR }}

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@ -16,15 +16,24 @@ jobs:
- uses: actions/checkout@v4
with:
submodules: 'recursive'
- name: Install pnpm
uses: pnpm/action-setup@v4
with:
version: 10
- uses: actions/setup-node@v4
with:
node-version-file: '.nvmrc'
- name: Install dependencies
run: npm ci
run: pnpm i
- name: Build
run: npm run build
run: pnpm build
env:
NODE_ENV: production
- name: Set up SSH
if: github.event_name == 'push' && github.ref_name == 'main'
run: |
@ -33,11 +42,13 @@ jobs:
echo "${{ secrets.SSH_PRIVATE_KEY }}" > ~/.ssh/id_ed25519
chmod 600 ~/.ssh/*
ssh-keyscan -H ${{ secrets.SSH_HOST }} >> ~/.ssh/known_hosts
- name: Deploy build on server
if: github.event_name == 'push' && github.ref_name == 'main'
run: |
rsync --del --no-times --checksum -vrm dist/* ${{ secrets.SSH_USER }}@${{ secrets.SSH_HOST }}:${{ secrets.DESTINATION_DIR }}
ssh -t ${{ secrets.SSH_USER }}@${{ secrets.SSH_HOST }} "~/prmanifest --inpath ${{ secrets.DESTINATION_DIR }} --outpath ${{ secrets.DESTINATION_DIR }}/manifest.json"
- name: Purge Cloudflare Cache
if: github.event_name == 'push' && github.ref_name == 'main'
id: purge-cache

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@ -34,6 +34,11 @@ jobs:
sudo apt update
sudo apt install -y git openssh-client
- name: Install pnpm
uses: pnpm/action-setup@v4
with:
version: 10
- name: Setup Node 22.14.1
uses: actions/setup-node@v4
with:
@ -50,13 +55,13 @@ jobs:
working-directory: ${{env.api-dir}}
run: |
cd pokerogue_docs
npm ci
pnpm i
- name: Generate Typedoc docs
working-directory: ${{env.api-dir}}
run: |
cd pokerogue_docs
npm run docs -- --out /tmp/docs --githubPages false --entryPoints ./src/
pnpm exec typedoc --out /tmp/docs --githubPages false --entryPoints ./src/
- name: Commit & Push docs
if: github.event_name == 'push'

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@ -23,20 +23,22 @@ jobs:
with:
submodules: 'recursive'
- name: Install pnpm
uses: pnpm/action-setup@v4
with:
version: 10
- name: Set up Node.js
uses: actions/setup-node@v4
with:
node-version-file: '.nvmrc'
cache: 'npm'
cache: 'pnpm'
- name: Install Node.js dependencies
run: npm ci
- name: Run ESLint
run: npm run eslint-ci
run: pnpm i
- name: Lint with Biome
run: npm run biome-ci
run: pnpm biome-ci
- name: Check dependencies with depcruise
run: npm run depcruise
run: pnpm depcruise

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@ -28,12 +28,20 @@ jobs:
uses: actions/checkout@v4.2.2
with:
submodules: "recursive"
- name: Install pnpm
uses: pnpm/action-setup@v4
with:
version: 10
- name: Set up Node.js
uses: actions/setup-node@v4
with:
node-version-file: ".nvmrc"
cache: "npm"
cache: "pnpm"
- name: Install Node.js dependencies
run: npm ci
run: pnpm i
- name: Run tests
run: npx vitest --project ${{ inputs.project }} --no-isolate --shard=${{ inputs.shard }}/${{ inputs.totalShards }} ${{ !runner.debug && '--silent' || '' }}
run: pnpm exec vitest --project ${{ inputs.project }} --no-isolate --shard=${{ inputs.shard }}/${{ inputs.totalShards }} ${{ !runner.debug && '--silent' || '' }}

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@ -1,16 +1,14 @@
name: Tests
on:
# Trigger the workflow on push or pull request,
# but only for the main branch
push:
branches:
- main # Trigger on push events to the main branch
- beta # Trigger on push events to the beta branch
- main
- beta
pull_request:
branches:
- main # Trigger on pull request events targeting the main branch
- beta # Trigger on pull request events targeting the beta branch
- main
- beta
merge_group:
types: [checks_requested]
@ -24,6 +22,7 @@ jobs:
steps:
- name: checkout
uses: actions/checkout@v4
- uses: dorny/paths-filter@de90cc6fb38fc0963ad72b210f1f284cd68cea36
id: filter
with:

110
CONTRIBUTING.md Normal file
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@ -0,0 +1,110 @@
# Contributing to PokéRogue
Thank you for taking the time to contribute, every little bit helps. This project is entirely open-source and unmonetized - community contributions are what keep it alive!
Please make sure you understand everything relevant to your changes from the [Table of Contents](#-table-of-contents), and absolutely *feel free to reach out in the **#dev-corner** channel on [Discord](https://discord.gg/pokerogue)*.
We are here to help and the better you understand what you're working on, the easier it will be for it to find its way into the game.
## 📄 Table of Contents
- [Development Basics](#-development-basics)
- [Environment Setup](#-environment-setup)
- [Getting Started](#-getting-started)
- [Documentation](#-documentation)
- [Testing Your Changes](#-testing-your-changes)
- [Development Save File (Unlock Everything)](#-development-save-file)
## 🛠️ Development Basics
PokéRogue is built with [Typescript](https://www.typescriptlang.org/docs/handbook/intro.html), using the [Phaser](https://github.com/phaserjs/phaser) game framework.
If you have the motivation and experience with Typescript/Javascript (or are willing to learn) you can contribute by forking the repository and making pull requests with contributions.
## 💻 Environment Setup
### Prerequisites
- node: >=22.14.0 - [manage with pnpm](https://pnpm.io/cli/env) | [manage with fnm](https://github.com/Schniz/fnm) | [manage with nvm](https://github.com/nvm-sh/nvm)
- pnpm: 10.x - [how to install](https://pnpm.io/installation) (not recommended to install via `npm` on Windows native) | [alternate method - volta.sh](https://volta.sh/)
- The repository [forked](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/fork-a-repo) and [cloned](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository) locally on your device
### Running Locally
1. Run `pnpm install` from the repository root
- *if you run into any errors, reach out in the **#dev-corner** channel on Discord*
2. Run `pnpm start:dev` to locally run the project at `localhost:8000`
## 🚀 Getting Started
A great way to develop an understanding of how the project works is to look at test cases (located in [the `test` folder](./test/)).
Tests show you both how things are supposed to work and the expected "flow" to get from point A to point B in battles.
*This is a big project and you will be confused at times - never be afraid to reach out and ask questions in **#dev-corner***!
### Where to Look
Once you have your feet under you, check out the [Issues](https://github.com/pagefaultgames/pokerogue/issues) page to see how you can help us!
Most issues are bugs and are labeled with their area, such as `Move`, `Ability`, `UI/UX`, etc. There are also priority labels:
- `P0`: Completely gamebreaking (very rare)
- `P1`: Major - Game crash
- `P2`: Minor - Incorrect (but non-crashing) move/ability/interaction
- `P3`: No gameplay impact - typo, minor graphical error, etc.
Also under issues, you can take a look at the [List of Partial / Unimplemented Moves and Abilities](https://github.com/pagefaultgames/pokerogue/issues/3503) and the [Bug Board](https://github.com/orgs/pagefaultgames/projects/3) (the latter is essentially the same as the issues page but easier to work with).
You are free to comment on any issue so that you may be assigned to it and we can avoid multiple people working on the same thing.
## 📚 Documentation
You can find the auto-generated documentation [here](https://pagefaultgames.github.io/pokerogue/main/index.html).
Additionally, the [docs folder](./docs) contains a variety of in-depth documents and guides useful for aspiring contributors.
Notable topics include:
- [Commenting your code](./docs/comments.md)
- [Linting & Formatting](./docs/linting.md)
- [Localization](./docs/localization.md)
- [Enemy AI move selection](./docs/enemy-ai.md)
Again, if you have unanswered questions please feel free to ask!
## 🧪 Testing Your Changes
You've just made a change - how can you check if it works? You have two areas to hit:
### 1 - Manual Testing
> This will likely be your first stop. After making a change, you'll want to spin the game up and make sure everything is as you expect. To do this, you will need a way to manipulate the game to produce the situation you're looking to test.
[src/overrides.ts](../src/overrides.ts) contains overrides for most values you'll need to change for testing, controlled through the `overrides` object.
For example, here is how you could test a scenario where the player Pokemon has the ability Drought and the enemy Pokemon has the move Water Gun:
```typescript
const overrides = {
ABILITY_OVERRIDE: AbilityId.DROUGHT,
OPP_MOVESET_OVERRIDE: MoveId.WATER_GUN,
} satisfies Partial<InstanceType<typeof DefaultOverrides>>;
```
Read through `src/overrides.ts` file to find the override that fits your needs - there are a lot of them!
If the situation you're trying to test can't be created using existing overrides (or with the [Dev Save](#-development-save-file)), reach out in **#dev-corner**.
You can get help testing your specific changes, and you might have found a new override that needs to be created!
### 2 - Automatic Testing
> PokéRogue uses [Vitest](https://vitest.dev/) for automatic testing. Checking out the existing tests in the [test](./test/) folder is a great way to understand how this works, and to get familiar with the project as a whole.
To make sure your changes didn't break any existing test cases, run `pnpm test:silent` in your terminal. You can also provide an argument to the command: to run only the Dancer (ability) tests, you could write `pnpm test:silent dancer`.
- __Note that passing all test cases does *not* guarantee that everything is working properly__. The project does not have complete regression testing.
Most non-trivial changes (*especially bug fixes*) should come along with new test cases.
- To make a new test file, run `pnpm test:create` and follow the prompts. If the move/ability/etc. you're modifying already has tests, simply add new cases to the end of the file. As mentioned before, the easiest way to get familiar with the system and understand how to write your own tests is simply to read the existing tests, particularly ones similar to the tests you intend to write.
- Ensure that new tests:
- Are deterministic. In other words, the test should never pass or fail when it shouldn't due to randomness. This involves primarily ensuring that abilities and moves are never randomly selected.
- As much as possible, are unit tests. If you have made two distinct changes, they should be tested in two separate cases.
- Test edge cases. A good strategy is to think of edge cases beforehand and create tests for them using `it.todo`. Once the edge case has been handled, you can remove the `todo` marker.
## 😈 Development Save File
> Some issues may require you to have unlocks on your save file which go beyond normal overrides. For this reason, the repository contains a [save file](../test/testUtils/saves/everything.psrv) with _everything_ unlocked (even ones not legitimately obtainable, like unimplemented variant shinies).
1. Start the game up locally and navigate to `Menu -> Manage Data -> Import Data`
2. Select [everything.prsv](test/testUtils/saves/everything.prsv) (`test/testUtils/saves/everything.prsv`) and confirm.

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@ -40,6 +40,7 @@
## Backgrounds
- Squip (Paid Commissions)
- Contributions by Someonealive-QN
- Contributions by redactedinlight
## UI
- GAMEFREAK

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@ -4,47 +4,7 @@ PokéRogue is a browser based Pokémon fangame heavily inspired by the roguelite
# Contributing
## 🛠️ Development
If you have the motivation and experience with Typescript/Javascript (or are willing to learn) please feel free to fork the repository and make pull requests with contributions. If you don't know what to work on but want to help, reference the below **To-Do** section or the **#feature-vote** channel in the discord.
### 💻 Environment Setup
#### Prerequisites
- node: 22.14.0
- npm: [how to install](https://docs.npmjs.com/downloading-and-installing-node-js-and-npm)
#### Running Locally
1. Clone the repo and in the root directory run `npm install`
- *if you run into any errors, reach out in the **#dev-corner** channel in discord*
2. Run `npm run start:dev` to locally run the project in `localhost:8000`
#### Linting
We're using Biome as our common linter and formatter. It will run automatically during the pre-commit hook but if you would like to manually run it, use the `npm run biome` script. To view the complete rules, check out the [biome.jsonc](./biome.jsonc) file.
### 📚 Documentation
You can find the auto-generated documentation [here](https://pagefaultgames.github.io/pokerogue/main/index.html).
For information on enemy AI, check out the [enemy-ai.md](./docs/enemy-ai.md) file.
For detailed guidelines on documenting your code, refer to the [comments.md](./docs/comments.md) file.
### ❔ FAQ
**How do I test a new _______?**
- In the `src/overrides.ts` file there are overrides for most values you'll need to change for testing
**How do I retrieve the translations?**
- The translations were moved to the [dedicated translation repository](https://github.com/pagefaultgames/pokerogue-locales) and are now applied as a submodule in this project.
- The command to retrieve the translations is `git submodule update --init --recursive`. If you still struggle to get it working, please reach out to #dev-corner channel in Discord.
## 🪧 To Do
Check out [Github Issues](https://github.com/pagefaultgames/pokerogue/issues) to see how can you help us!
See [CONTRIBUTING.md](./CONTRIBUTING.md), this includes instructions on how to set up the game locally.
# 📝 Credits
>

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@ -1,5 +1,5 @@
{
"$schema": "https://biomejs.dev/schemas/1.9.4/schema.json",
"$schema": "https://biomejs.dev/schemas/2.0.0/schema.json",
"vcs": {
"enabled": false,
"clientKind": "git",
@ -10,35 +10,46 @@
"enabled": true,
"useEditorconfig": true,
"indentStyle": "space",
"ignore": ["src/enums/*", "src/data/balance/*"],
"includes": ["**", "!**/src/enums/**/*", "!**/src/data/balance/**/*"],
"lineWidth": 120
},
"files": {
"ignoreUnknown": true,
// Adding folders to the ignore list is GREAT for performance because it prevents biome from descending into them
// and having to verify whether each individual file is ignored
"ignore": [
"**/*.d.ts",
"dist/*",
"build/*",
"coverage/*",
"public/*",
".github/*",
"node_modules/*",
".vscode/*",
"*.css", // TODO?
"*.html", // TODO?
// TODO: these files are too big and complex, ignore them until their respective refactors
"src/data/moves/move.ts",
// this file is just too big:
"src/data/balance/tms.ts"
"includes": [
"**",
"!**/*.d.ts",
"!**/dist/**/*",
"!**/build/**/*",
"!**/coverage/**/*",
"!**/public/**/*",
"!**/.github/**/*",
"!**/node_modules/**/*",
"!**/.vscode/**/*",
"!**/typedoc/**/*",
// TODO: lint css and html?
"!**/*.css",
"!**/*.html",
// TODO: enable linting this file
"!**/src/data/moves/move.ts",
// this file is too big
"!**/src/data/balance/tms.ts"
]
},
// While it'd be nice to enable consistent sorting, enabling this causes issues due to circular import resolution order
// TODO: Remove if we ever get down to 0 circular imports
"organizeImports": { "enabled": false },
"assist": {
"actions": {
"source": {
"organizeImports": {
"level": "on",
"options": {
"groups": [":ALIAS:", ":NODE:", ":PACKAGE_WITH_PROTOCOL:", ":PACKAGE:", ":PATH:"]
}
}
}
}
},
"linter": {
"enabled": true,
"rules": {
@ -48,22 +59,50 @@
"noUnusedVariables": "error",
"noSwitchDeclarations": "error",
"noVoidTypeReturn": "error",
"noUnusedImports": "error"
"noUnusedImports": {
"level": "error",
"fix": "safe"
},
"noUnusedFunctionParameters": "error",
"noUnusedLabels": "error",
"noPrivateImports": "error"
},
"style": {
"noVar": "error",
"useEnumInitializers": "off", // large enums like Moves/Species would make this cumbersome
"useBlockStatements": "error",
"useBlockStatements": {
"level": "error",
"fix": "safe"
},
"useConst": "error",
"useImportType": "error",
"noNonNullAssertion": "off", // TODO: Turn this on ASAP and fix all non-null assertions in non-test files
"noParameterAssign": "off",
"useExponentiationOperator": "off", // Too typo-prone and easy to mixup with standard multiplication (* vs **)
"useDefaultParameterLast": "off", // TODO: Fix spots in the codebase where this flag would be triggered, and then enable
"useDefaultParameterLast": {
// TODO: Fix spots in the codebase where this flag would be triggered
// and then set to "error" and re-enable the fixer
"level": "warn",
"fix": "none"
},
"useSingleVarDeclarator": "off",
"useNodejsImportProtocol": "off",
"useTemplate": "off", // string concatenation is faster: https://stackoverflow.com/questions/29055518/are-es6-template-literals-faster-than-string-concatenation
"noNamespaceImport": "error"
"useAsConstAssertion": "error",
"noUnusedTemplateLiteral": "error",
"useNumberNamespace": "error",
"noInferrableTypes": "error",
"noUselessElse": "error",
"noRestrictedTypes": {
"level": "error",
"options": {
"types": {
"integer": {
"message": "This is an alias for 'number' that can provide false impressions of what values can actually be contained in this variable. Use 'number' instead.",
"use": "number"
}
}
}
}
},
"suspicious": {
"noDoubleEquals": "error",
@ -77,45 +116,62 @@
"noImplicitAnyLet": "warn", // TODO: Refactor and make this an error
"noRedeclare": "info", // TODO: Refactor and make this an error
"noGlobalIsNan": "off",
"noAsyncPromiseExecutor": "warn" // TODO: Refactor and make this an error
"noAsyncPromiseExecutor": "warn", // TODO: Refactor and make this an error
"noVar": "error",
"noDocumentCookie": "off" // Firefox has minimal support for the "Cookie Store API"
},
"complexity": {
"noExcessiveCognitiveComplexity": "warn", // TODO: Refactor and make this an error
"noExcessiveCognitiveComplexity": "info", // TODO: Refactor and make this an error
"useLiteralKeys": "off",
"noForEach": "off", // Foreach vs for of is not that simple.
"noUselessSwitchCase": "off", // Explicit > Implicit
"noUselessConstructor": "error",
"noBannedTypes": "warn" // TODO: Refactor and make this an error
"noBannedTypes": "warn", // TODO: Refactor and make this an error
"noThisInStatic": "error",
"noUselessThisAlias": "error",
"noUselessTernary": "error"
},
"performance": {
"noNamespaceImport": "error",
"noDelete": "error"
},
"nursery": {
"noRestrictedTypes": {
"level": "error",
"options": {
"types": {
"integer": {
"message": "This is an alias for 'number' that can provide false impressions of what values can actually be contained in this variable. Use 'number' instead.",
"use": "number"
}
}
}
}
"useAdjacentGetterSetter": "error",
"noConstantBinaryExpression": "error",
"noTsIgnore": "error",
"noAwaitInLoop": "off",
"useJsonImportAttribute": "off", // "Import attributes are only supported when the '--module' option is set to 'esnext', 'node18', 'nodenext', or 'preserve'. ts(2823)"
"useIndexOf": "error",
"useObjectSpread": "error",
"useNumericSeparators": "off", // TODO: enable?
"useIterableCallbackReturn": "warn", // TODO: refactor and make "error"
"noShadow": "warn" // TODO: refactor and make "error"
}
}
},
"javascript": {
"formatter": { "quoteStyle": "double", "arrowParentheses": "asNeeded" }
"formatter": {
"quoteStyle": "double",
"arrowParentheses": "asNeeded"
},
"parser": {
"jsxEverywhere": false
}
},
"overrides": [
{
"include": ["test/**/*.test.ts"],
"javascript": { "globals": [] },
"includes": ["**/test/**/*.test.ts"],
"linter": {
"rules": {
"performance": {
"noDelete": "off" // TODO: evaluate if this is necessary for the test(s) to function
"noDelete": "off", // TODO: evaluate if this is necessary for the test(s) to function
"noNamespaceImport": "off" // this is required for `vi.spyOn` to work in some tests
},
"style": {
"noNamespaceImport": "off" // this is required for `vi.spyOn` to work in some tests
"noNonNullAssertion": "off"
},
"nursery": {
"noFloatingPromises": "error"
}
}
}
@ -123,7 +179,7 @@
// Overrides to prevent unused import removal inside `overrides.ts` and enums files (for TSDoc linkcodes)
{
"include": ["src/overrides.ts", "src/enums/*"],
"includes": ["**/src/overrides.ts", "**/src/enums/**/*"],
"linter": {
"rules": {
"correctness": {
@ -133,7 +189,7 @@
}
},
{
"include": ["src/overrides.ts"],
"includes": ["**/src/overrides.ts"],
"linter": {
"rules": {
"style": {

View File

@ -1,13 +0,0 @@
import { Graphviz } from "@hpcc-js/wasm/graphviz";
const graphviz = await Graphviz.load();
const inputFile = [];
for await (const chunk of process.stdin) {
inputFile.push(chunk);
}
const file = Buffer.concat(inputFile).toString("utf-8");
const svg = graphviz.dot(file, "svg");
process.stdout.write(svg);

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@ -23,7 +23,7 @@ When formatted correctly, these comments are shown within VS Code or similar IDE
- Functions also show the comment for each parameter as you type them, making keeping track of arguments inside lengthy functions much more clear.
They can also be used to generate a commentated overview of the codebase. There is a GitHub action that automatically updates [this docs site](https://pagefaultgames.github.io/pokerogue/main/index.html)
and you can generate it locally as well via `npm run docs` which will generate into the `typedoc/` directory.
and you can generate it locally as well via `pnpm run docs` which will generate into the `typedoc/` directory.
## Syntax
For an example of how TSDoc comments work, here are some TSDoc comments taken from `src/data/moves/move.ts`:

View File

@ -1,14 +1,10 @@
# Linting & Formatting
> "Any fool can write code that a computer can understand. Good programmers write code that humans can understand."
>
> — Martin Fowler
Writing clean, readable code is important, and linters and formatters are an integral part of ensuring code quality and readability.
It is for this reason we are using [Biome](https://biomejs.dev), an opinionated linter/formatter (akin to Prettier) with a heavy focus on speed and performance.
### Installation
You probably installed Biome already without noticing it - it's included inside `package.json` and should've been downloaded when you ran `npm install` after cloning the repo (assuming you followed proper instructions, that is). If you haven't done that yet, go do it.
You probably installed Biome already without noticing it - it's included inside `package.json` and should've been downloaded when you ran `pnpm install` after cloning the repo. If you haven't done that yet, go do it.
# Using Biome
@ -24,17 +20,11 @@ You will **not** be able to push code with `error`-level linting problems - fix
We also have a [Github Action](../.github/workflows/quality.yml) to verify code quality each time a PR is updated, preventing bad code from inadvertently making its way upstream.
### Why am I getting errors for code I didn't write?
<!-- TODO: Remove this if/when we perform a project wide linting spree -->
To save time and minimize friction with existing code, both the pre-commit hook and workflow run will only check files **directly changed** by a given PR or commit.
As a result, changes to files not updated since Biome's introduction can cause any _prior_ linting errors in them to resurface and get flagged.
This should occur less and less often as time passes and more files are updated to the new standard.
## Running Biome via CLI
If you want Biome to check your files manually, you can run it from the command line like so:
```sh
npx biome check --[flags]
pnpm exec biome check --[flags]
```
A full list of flags and options can be found on [their website](https://biomejs.dev/reference/cli/), but here's a few useful ones to keep in mind:
@ -56,10 +46,3 @@ Some things to consider:
Any questions about linting rules should be brought up in the `#dev-corner` channel in the discord.
[^1]: A complete list of rules can be found in the `biome.jsonc` file in the project root.
## What about ESLint?
<!-- Remove if/when we finally ditch eslint for good -->
Our project migrated away from ESLint around March 2025 due to it simply not scaling well enough with the codebase's ever-growing size. The [existing eslint rules](../eslint.config.js) are considered _deprecated_, only kept due to Biome lacking the corresponding rules in its current ruleset.
No additional ESLint rules should be added under any circumstances - even the few currently in circulation take longer to run than the entire Biome formatting/linting suite combined.

142
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@ -0,0 +1,142 @@
# Localization 101
PokéRogue's localization team puts immense effort into making the game accessible around the world, supporting over 12 different languages at the time of writing this document.
As a developer, it's important to help maintain global accessibility by effectively coordinating with the Translation Team on any new features or enhancements.
This document aims to cover everything you need to know to help keep the integration process for localization smooth and simple.
# Prerequisites
Before you continue, this document assumes:
- You have already forked the repository and set up a development environment according to [CONTRIBUTING.md](../CONTRIBUTING.md).
- You have a basic level of familiarity with Git commands and GitHub repositories.
- You have joined the [community Discord](https://discord.gg/pokerogue) and have access to `#dev-corner` and related channels via **[#select-roles](https://discord.com/channels/1125469663833370665/1194825607738052621)**.
This is the easiest way to keep in touch with both the Translation Team and other like-minded contributors!
# About the `pokerogue-locales` submodule
PokéRogue's translations are managed under a separate dedicated repository, [`pokerogue-locales`](https://github.com/pagefaultgames/pokerogue-locales/).
This repository is integrated into the main one as a [git submodule](https://git-scm.com/book/en/v2/Git-Tools-Submodules) within the `public/locales` folder.
## What Is a Submodule?
In essence, a submodule is a way for one repository (i.e. `pokerogue`) to use another repository (i.e. `pokerogue-locales`) internally.
The parent repo (the "superproject") houses a cloned version of the 2nd repository (the "submodule") inside it, making locales effectively a "repository within a repository", so to speak.
>[!TIP]
> Many popular IDEs have integrated `git` support with special handling around submodules:
> ![Image showing Visual Studio Code's `git` integration in the File Explorer. A blue "S" in the top right hand corner indicates the `public/locales` folder is a submodule.](https://github.com/user-attachments/assets/bd42d354-c65b-4cbe-8873-23d760dc1714 "What the `public/locales` submodule looks like in VS Code's File Explorer")
>
> ![Image showing Visual Studio Code's Source Control tab. A separate dropdown can be seen for each individual submodule.](https://github.com/user-attachments/assets/8b4d3f64-aec1-4474-91df-03dc1252a2fa "Making commits on submodules without even changing directories!")
## Fetching Changes from Submodules
The following command will initialize your branch's locales repository and update its HEAD:
```bash
git submodule update --init --recursive
```
> [!TIP]
> This command is run _automatically_ after cloning, merging or changing branches, so you should rarely have to run it manually.
> [!IMPORTANT]
> If you run into issues with the `locales` submodule, try deleting the `.git/modules/public` and `public/locales` folders before re-running the command.
## How Are Translations Integrated?
This project uses the [i18next library](https://www.i18next.com/) to integrate translations from `public/locales` into the source code.
The basic process for fetching translated text goes roughly as follows:
1. The source code fetches text by a given key.
```ts
globalScene.phaseManager.queueMessage(
i18next.t("fileName:keyName", { arg1: "Hello", arg2: "an example", ... })
);
```
2. The game looks up the key in the corresponding JSON file for the user's language.
```jsonc
// from "en/file-name.json"...
{
"keyName": "{{arg1}}! This is {{arg2}} of translated text!"
}
```
If the key doesn't exist for the given language, the game will default to an appropriate fallback (usually the corresponding English key).
3. The game shows the translated text to the user.
```ts
"Hello! This is an example of translated text!"
```
# Submitting Locales Changes
If you have a feature or enhancement that requires additions or changes to in-game text, you will need to make a fork of the `pokerogue-locales` repo and submit your text changes as a pull request _in addition_ to your pull request to the main project.
Since these two PRs aren't _technically_ linked, it's important to coordinate with the Translation Team to ensure that both PRs are integrated safely into the project.
> [!CAUTION]
> **DO NOT HARDCODE PLAYER-FACING TEXT INTO THE CODE!**
## Making Changes
One perk of submodules is you don't actually _need_ to clone the locales repository to start contributing - initializing the submodule already does that for you.
Given `pokerogue-locales` is a full-fledged `git` repository _inside_ `pokerogue`, making changes is roughly the same as normal, merely using `public/locales` as your root directory.
> [!WARNING]
> Make sure to checkout or rebase onto `upstream/HEAD` **BEFORE** creating a PR!
> The checked-out commit is based on the superproject's SHA-1 by default, so hastily making changes may see you basing your commits on last week's `HEAD`.
## Requirements for Adding Translated Text
When your new feature or enhancement requires adding a new locales key **without changing text in existing keys**, we require the following workflow with regards to localization:
1. You (the developer) make a pull request to the main repository for your new feature.
If this feature requires new text, the text should be integrated into the code with a new `i18next` key pointing to where you plan to add it into the locales repository.
2. You then make another pull request — this time to the `pokerogue-locales` repository — adding a new entry with text for each key you added to your main PR.
- You must add the corresponding **English keys** while making the PR; the Translation Team can take care of the rest[^2].
- For any feature pulled from the mainline Pokémon games (e.g. a Move or Ability implementation), it's best practice to include a source link for any added text.
[Poké Corpus](https://abcboy101.github.io/poke-corpus/) is a great resource for finding text from the mainline games; otherwise, a video/picture showing the text being displayed should suffice.
- You should also [notify the current Head of Translation](#notifying-translation) to ensure a fast response.
3. At this point, you may begin [testing locales integration in your main PR](#documenting-locales-changes).
4. The Translation Team will approve the locale PR (after corrections, if necessary), then merge it into `pokerogue-locales`.
5. The Dev Team will approve your main PR for your feature, then merge it into PokéRogue's beta environment.
[^2]: For those wondering, the reason for choosing English specifically is due to it being the master language set in Pontoon (the program used by the Translation Team to perform locale updates).
If a key is present in any language _except_ the master language, it won't appear anywhere else in the translation tool, rendering missing English keys quite a hassle.
### Requirements for Modifying Translated Text
PRs that modify existing text have different risks with respect to coordination between development and translation, so their requirements are slightly different:
- As above, you set up 2 PRs: one for the feature itself in the main repo, and another for the associated locales changes in the locale repo.
- Now, however, you need to have your main PR be approved by the Dev Team **before** your corresponding locale changes are merged in.
- After your main PR is approved, the Translation Team will merge your locale PR, and you may update the submodule and post video evidence of integration into the **locales PR**.
- A Lead or Senior Translator from the Translation Team will then approve your main PR (if all is well), clearing your feature for merging into `beta`.
## Documenting Locales Changes
After making a PR involving any outwards-facing behavior (but _especially_ locales-related ones), it's generally considered good practice to attach proof of those changes working in-game.
The basic procedure is roughly as follows:
1. Update your locales submodule to point to **the branch you used to make the locales PR**. \
Many IDEs with `git` integration support doing this from the GUI, \
or you can simply do it via command-line:
```bash
cd public/locales
git checkout your-branch-name-here
```
2. Set some of the [in-game overrides](../CONTRIBUTING.md#1---manual-testing) inside `overrides.ts` to values corresponding to the interactions being tested.
3. Start a local dev server (`pnpm start:dev`) and open localhost in your browser.
4. Take screenshots or record a video of the locales changes being displayed in-game using the software of your choice[^2].
[^2]: For those lacking a screen capture device, [OBS Studio](https://obsproject.com) is a popular open-source option.
> [!NOTE]
> For those aiming to film their changes, bear in mind that GitHub has a hard **10mB limit** on uploaded media content.
> If your video is too large, consider making it shorter or downscaling the quality.
## Notifying Translation
Put simply, stating that a PR exists makes it much easier to review and merge.
The easiest way to do this is by **pinging the current Head of Translation** in the [community Discord](https://discord.gg/pokerogue) (ideally in `#dev-corner` or similar).
<!-- Remember to update this everytime the head of translation changes! -->
> [!IMPORTANT]
> The current Head of Translation is: \
> ** @lugiadrien **
# Closing Remarks
If you have any questions about the developer process for localization, don't hesitate to ask!
Feel free to contact us on Discord - the Dev Team and Translation Team will be happy to answer any questions.

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@ -1,43 +0,0 @@
/** @ts-check */
import tseslint from "typescript-eslint";
import stylisticTs from "@stylistic/eslint-plugin-ts";
import parser from "@typescript-eslint/parser";
import importX from "eslint-plugin-import-x";
export default tseslint.config(
{
name: "eslint-config",
files: ["src/**/*.{ts,tsx,js,jsx}", "test/**/*.{ts,tsx,js,jsx}"],
ignores: ["dist/*", "build/*", "coverage/*", "public/*", ".github/*", "node_modules/*", ".vscode/*"],
languageOptions: {
parser: parser,
},
plugins: {
"import-x": importX,
"@stylistic/ts": stylisticTs,
"@typescript-eslint": tseslint.plugin,
},
rules: {
"no-undef": "off", // Disables the rule that disallows the use of undeclared variables (TypeScript handles this)
"no-extra-semi": "error", // Disallows unnecessary semicolons for TypeScript-specific syntax
"import-x/extensions": ["error", "never", { json: "always" }], // Enforces no extension for imports unless json
},
},
{
name: "eslint-tests",
files: ["test/**/**.test.ts"],
languageOptions: {
parser: parser,
parserOptions: {
project: ["./tsconfig.json"],
},
},
plugins: {
"@typescript-eslint": tseslint.plugin,
},
rules: {
"@typescript-eslint/no-floating-promises": "error", // Require Promise-like statements to be handled appropriately. - https://typescript-eslint.io/rules/no-floating-promises/
"@typescript-eslint/no-misused-promises": "error", // Disallow Promises in places not designed to handle them. - https://typescript-eslint.io/rules/no-misused-promises/
},
},
);

View File

@ -1,8 +1,7 @@
pre-commit:
parallel: true
commands:
biome-lint:
run: npx biome check --write --reporter=summary --staged --no-errors-on-unmatched
run: pnpm exec biome check --write --reporter=summary --staged --no-errors-on-unmatched
stage_fixed: true
skip:
- merge
@ -16,4 +15,6 @@ post-merge:
post-checkout:
commands:
update-submodules:
run: git submodule update --init --recursive
# cf https://git-scm.com/docs/githooks#_post_checkout:
# The 3rd argument is 1 for branch checkouts and 0 for file checkouts.
run: if test {3} -eq "1"; then git submodule update --init --recursive; fi

8029
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@ -21,50 +21,42 @@
"biome-ci": "biome ci --diagnostic-level=error --reporter=github --no-errors-on-unmatched",
"docs": "typedoc",
"depcruise": "depcruise src test",
"depcruise:graph": "depcruise src --output-type dot | node dependency-graph.js > dependency-graph.svg",
"postinstall": "npx lefthook install && npx lefthook run post-merge",
"update-version:patch": "npm version patch --force --no-git-tag-version",
"update-version:minor": "npm version minor --force --no-git-tag-version",
"postinstall": "lefthook install; git submodule update --init --recursive",
"update-version:patch": "pnpm version patch --force --no-git-tag-version",
"update-version:minor": "pnpm version minor --force --no-git-tag-version",
"update-locales:remote": "git submodule update --progress --init --recursive --force --remote"
},
"devDependencies": {
"@biomejs/biome": "1.9.4",
"@eslint/js": "^9.23.0",
"@hpcc-js/wasm": "^2.22.4",
"@stylistic/eslint-plugin-ts": "^4.1.0",
"@biomejs/biome": "2.0.0",
"@types/jsdom": "^21.1.7",
"@types/node": "^22.13.14",
"@typescript-eslint/eslint-plugin": "^8.28.0",
"@typescript-eslint/parser": "^8.28.0",
"@vitest/coverage-istanbul": "^3.0.9",
"dependency-cruiser": "^16.3.10",
"eslint": "^9.23.0",
"eslint-plugin-import-x": "^4.9.4",
"inquirer": "^12.4.2",
"jsdom": "^26.0.0",
"lefthook": "^1.11.5",
"msw": "^2.7.3",
"@types/node": "^22.16.3",
"@vitest/coverage-istanbul": "^3.2.4",
"chalk": "^5.4.1",
"dependency-cruiser": "^16.10.4",
"inquirer": "^12.7.0",
"jsdom": "^26.1.0",
"lefthook": "^1.12.2",
"msw": "^2.10.4",
"phaser3spectorjs": "^0.0.8",
"typedoc": "^0.28.1",
"typescript": "^5.8.2",
"typescript-eslint": "^8.28.0",
"vite": "^6.3.4",
"typedoc": "^0.28.7",
"typescript": "^5.8.3",
"vite": "^6.3.5",
"vite-tsconfig-paths": "^5.1.4",
"vitest": "^3.0.9",
"vitest": "^3.2.4",
"vitest-canvas-mock": "^0.3.3"
},
"dependencies": {
"@material/material-color-utilities": "^0.2.7",
"compare-versions": "^6.1.1",
"crypto-js": "^4.2.0",
"i18next": "^24.2.2",
"i18next-browser-languagedetector": "^8.0.4",
"i18next": "^24.2.3",
"i18next-browser-languagedetector": "^8.2.0",
"i18next-http-backend": "^3.0.2",
"i18next-korean-postposition-processor": "^1.0.0",
"json-stable-stringify": "^1.2.0",
"json-stable-stringify": "^1.3.0",
"jszip": "^3.10.1",
"phaser": "^3.88.2",
"phaser3-rex-plugins": "^1.80.15"
"phaser": "^3.90.0",
"phaser3-rex-plugins": "^1.80.16"
},
"engines": {
"node": ">=22.0.0"

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onlyBuiltDependencies:
- esbuild
- msw
- lefthook
shellEmulator: true

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