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fix: brighten ambient light color and increase multiplier for room brightness slider
The ambient light color 0x446688 (dark blue-gray) was too dim to produce visible brightness changes. Changed to 0xccccdd (bright neutral) with 5x multiplier. Bumped SETTINGS_VERSION to force fresh defaults. Co-Authored-By: claude-flow <[email protected]>
1 parent 9440767 commit fb782e0

2 files changed

Lines changed: 4 additions & 4 deletions

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ui/observatory/js/hud-controller.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -28,7 +28,7 @@ export const DEFAULTS = {
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scenario: 'auto', cycle: 30, dataSource: 'demo', wsUrl: '',
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};
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export const SETTINGS_VERSION = '5';
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export const SETTINGS_VERSION = '6';
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export const PRESETS = {
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foundation: {},
@@ -196,7 +196,7 @@ export class HudController {
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this._bindRange('opt-aura', 'aura');
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this._bindRange('opt-field', 'field', v => { obs._fieldMat.opacity = v; });
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this._bindRange('opt-waves', 'waves');
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this._bindRange('opt-ambient', 'ambient', v => { obs._ambient.intensity = v * 3.0; });
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this._bindRange('opt-ambient', 'ambient', v => { obs._ambient.intensity = v * 5.0; });
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this._bindRange('opt-reflect', 'reflect', v => {
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obs._floorMat.roughness = 1.0 - v * 0.7;
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obs._floorMat.metalness = v * 0.5;
@@ -346,7 +346,7 @@ export class HudController {
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obs._applyPostSettings();
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obs._renderer.toneMappingExposure = obs.settings.exposure;
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obs._fieldMat.opacity = obs.settings.field;
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obs._ambient.intensity = obs.settings.ambient * 3.0;
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obs._ambient.intensity = obs.settings.ambient * 5.0;
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obs._floorMat.roughness = 1.0 - obs.settings.reflect * 0.7;
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obs._floorMat.metalness = obs.settings.reflect * 0.5;
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obs._camera.fov = obs.settings.fov;

ui/observatory/js/main.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -145,7 +145,7 @@ class Observatory {
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// ---- Lighting ----
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_setupLighting() {
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this._ambient = new THREE.AmbientLight(0x446688, this.settings.ambient * 3.0);
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this._ambient = new THREE.AmbientLight(0xccccdd, this.settings.ambient * 5.0);
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this._scene.add(this._ambient);
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const hemi = new THREE.HemisphereLight(0x6688bb, 0x203040, 1.2);

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