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https://github.com/jcreek/CosmicClash.git
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refactor(team-colors): collapse disagreeing team palettes into one source of truth
ship.gd, HUDController.gd, and goal.gd each declared their own TEAM_COLORS, arena_boundary.gd/arena_deck.gdshader had a third pair, and HUD.tscn baked in a fourth (hardcoded "BLUE"/"ORANGE" labels) — nose, goal rim, end zone, and scoreboard all rendered different blues. New scripts/team_colors.gd (class_name TeamColors) is now the single source every one of those reads from, and team identity moves to purple/green.
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@@ -71,15 +71,12 @@ theme_override_constants/separation = 16
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[node name="Team0Name" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
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layout_mode = 2
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size_flags_vertical = 4
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theme_override_colors/font_color = Color(0.25, 0.55, 1, 1)
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theme_override_font_sizes/font_size = 14
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horizontal_alignment = 1
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text = "BLUE"
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[node name="Team0Score" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
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layout_mode = 2
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size_flags_vertical = 4
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theme_override_colors/font_color = Color(0.25, 0.55, 1, 1)
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theme_override_font_sizes/font_size = 32
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horizontal_alignment = 1
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text = "0"
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@@ -93,7 +90,6 @@ horizontal_alignment = 1
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[node name="Team1Score" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
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layout_mode = 2
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size_flags_vertical = 4
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theme_override_colors/font_color = Color(1, 0.5, 0.15, 1)
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theme_override_font_sizes/font_size = 32
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horizontal_alignment = 1
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text = "0"
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@@ -101,10 +97,8 @@ text = "0"
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[node name="Team1Name" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
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layout_mode = 2
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size_flags_vertical = 4
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theme_override_colors/font_color = Color(1, 0.5, 0.15, 1)
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theme_override_font_sizes/font_size = 14
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horizontal_alignment = 1
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text = "ORANGE"
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[node name="KickoffLabel" type="Label" parent="Control"]
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visible = false
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@@ -24,10 +24,6 @@ class_name HUDController
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@onready var thrust_bar: HudGauge = get_node_or_null("Control/Instruments/Cluster/ThrustBar")
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@onready var camera_mode_label = get_node_or_null("Control/Instruments/Cluster/CameraModeLabel")
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# Team identity, mirroring TEAM_COLORS in ship.gd
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const TEAM_NAMES := {0: "Blue", 1: "Orange"}
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const TEAM_COLORS := {0: Color(0.25, 0.55, 1.0), 1: Color(1.0, 0.5, 0.15)}
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var ship: Node
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var _last_score := {0: 0, 1: 0}
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@@ -66,6 +62,20 @@ func _initialize_hud():
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if timer_label and is_instance_valid(timer_label):
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timer_label.visible = has_timer
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# Team identity (name + color) is fixed regardless of whether this
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# mode tracks score, so set it here rather than baking it into the
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# scene where it can't track TeamColors.
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if team0_name_label and is_instance_valid(team0_name_label):
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team0_name_label.text = TeamColors.TEAM_NAMES[0]
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team0_name_label.add_theme_color_override("font_color", TeamColors.TEAM_COLORS[0])
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if team0_score_label and is_instance_valid(team0_score_label):
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team0_score_label.add_theme_color_override("font_color", TeamColors.TEAM_COLORS[0])
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if team1_score_label and is_instance_valid(team1_score_label):
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team1_score_label.add_theme_color_override("font_color", TeamColors.TEAM_COLORS[1])
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if team1_name_label and is_instance_valid(team1_name_label):
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team1_name_label.text = TeamColors.TEAM_NAMES[1]
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team1_name_label.add_theme_color_override("font_color", TeamColors.TEAM_COLORS[1])
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# Score display follows the same pattern: modes without scoring
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# (e.g. free play) just don't show it
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var has_score = game_manager and game_manager.has_signal("score_changed")
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@@ -177,9 +187,9 @@ func _on_match_ended(winning_team: int, score: Dictionary):
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result_label.remove_theme_color_override("font_color")
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_set_result_panel_accent(Color(1, 1, 1, 0.2))
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else:
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result_label.text = "%s team wins!" % TEAM_NAMES[winning_team]
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result_label.add_theme_color_override("font_color", TEAM_COLORS[winning_team])
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_set_result_panel_accent(TEAM_COLORS[winning_team])
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result_label.text = "%s team wins!" % TeamColors.TEAM_NAMES[winning_team]
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result_label.add_theme_color_override("font_color", TeamColors.TEAM_COLORS[winning_team])
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_set_result_panel_accent(TeamColors.TEAM_COLORS[winning_team])
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final_score_label.text = "%d - %d" % [score.get(0, 0), score.get(1, 0)]
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result_overlay.visible = true
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_animate_result_panel_in()
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@@ -91,8 +91,8 @@ const DECK_SHADER_PATH := "res://shaders/arena_deck.gdshader"
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@export var field_tint := Color(0.45, 0.65, 1.0)
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@export var field_intensity := 0.09
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@export var team0_tint := Color(0.15, 0.45, 1.0)
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@export var team1_tint := Color(1.0, 0.35, 0.25)
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@export var team0_tint := TeamColors.TEAM_COLORS[0]
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@export var team1_tint := TeamColors.TEAM_COLORS[1]
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# The single merged surface shell and the material whose camera-side fade
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# _process() drives. Both stay null in headless runs, which never render.
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@@ -10,9 +10,6 @@ extends Area3D
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signal goal_scored(team: int)
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# Frame tints, indexed by team.
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const TEAM_COLORS := [Color(0.2, 0.55, 1.0), Color(1.0, 0.4, 0.28)]
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# The pocket is sunk into the end wall, so it can be at most as deep as that
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# wall is thick or it pokes out the back of the arena. ArenaBoundary cuts the
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# matching aperture in the hull (see its GOAL_APERTURE_* constants).
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@@ -52,7 +49,7 @@ func _on_body_entered(body):
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func _build_visuals() -> void:
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var mouth := ($CollisionShape3D.shape as BoxShape3D).size
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var half := Vector2(mouth.x, mouth.y) / 2.0
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var tint: Color = TEAM_COLORS[team % TEAM_COLORS.size()]
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var tint: Color = TeamColors.TEAM_COLORS[team % TeamColors.TEAM_COLORS.size()]
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# One ArrayMesh, four surfaces (pocket, net, bezel, rim). They stay separate
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# surfaces rather than sharing materials because they aren't visually
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@@ -25,13 +25,6 @@ extends RigidBody3D
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@export var ceiling_pull_strength = 11.5 # Ceiling grav-plating strength; nets above gravity so a ship can hold a ceiling
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@export var ceiling_pull_range = 3.0 # Metres from the ceiling where pull begins
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# Accent colours per team, applied to the nose and tail fin meshes so the
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# two sides are tellable apart at a glance.
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const TEAM_COLORS := {
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0: Color(0.25, 0.55, 1.0),
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1: Color(1.0, 0.5, 0.15),
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}
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# Non-tinted hull meshes, runtime-merged into one ArrayMesh by
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# _build_merged_hull() (Nose/TailFin stay separate MeshInstance3Ds since
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# _apply_team_color() retints them per-team and must keep addressing them by
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@@ -73,7 +66,7 @@ static var _team_materials: Dictionary = {} # team:int -> StandardMaterial3D
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static func _get_team_material(team: int) -> StandardMaterial3D:
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if _team_materials.has(team):
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return _team_materials[team]
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var color: Color = TEAM_COLORS.get(team, TEAM_COLORS[0])
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var color: Color = TeamColors.TEAM_COLORS.get(team, TeamColors.TEAM_COLORS[0])
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var accent := StandardMaterial3D.new()
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accent.albedo_color = color
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accent.metallic = 0.3
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@@ -0,0 +1,10 @@
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class_name TeamColors
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# Single source of truth for team identity. Ship nose/tailfin, HUD result
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# panel, goal rim/net, and the arena end-zone floor shader all read from
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# here — do not restate these values locally (see TODO.md history).
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const TEAM_NAMES := {0: "Purple", 1: "Green"}
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const TEAM_COLORS := {
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0: Color(0.48, 0.18, 0.88),
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1: Color(0.24, 0.86, 0.42),
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}
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@@ -0,0 +1 @@
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uid://c6r8q1dpd8klq
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@@ -21,8 +21,12 @@ uniform vec3 panel_color : source_color = vec3(0.104, 0.116, 0.146);
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uniform float hull_fill : hint_range(0.0, 2.0) = 0.55;
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uniform float panel_variation : hint_range(0.0, 1.0) = 0.4;
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uniform vec3 line_color : source_color = vec3(0.62, 0.78, 1.0);
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uniform vec3 team0_color : source_color = vec3(0.15, 0.45, 1.0);
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uniform vec3 team1_color : source_color = vec3(1.0, 0.35, 0.25);
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// Must track TeamColors.TEAM_COLORS in scripts/team_colors.gd — shaders can't
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// import GDScript consts, and arena_boundary.gd always overrides these at
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// runtime, but keep the literal defaults in sync for anyone inspecting the
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// shader/material directly.
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uniform vec3 team0_color : source_color = vec3(0.48, 0.18, 0.88);
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uniform vec3 team1_color : source_color = vec3(0.24, 0.86, 0.42);
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uniform vec3 seam_color : source_color = vec3(0.35, 0.75, 1.0);
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// Play-volume dimensions, from ArenaBoundary's constants.
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@@ -15,7 +15,7 @@ The training pipeline is built — see `TRAINING.md` (self-play PPO via the vend
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Bugs found in an adversarial review. None are gameplay- or physics-affecting, so all are safe to land against the current `Game/bots/` checkpoints.
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- [x] `VideoSettings.apply_to_environment()` (`scripts/video_settings.gd`) compounds on every arena load: `env.glow_intensity *= glow_scale` mutates an `Environment` that is a `[sub_resource]` of the arena scene, and Godot shares sub-resources across instantiations of a cached `PackedScene`. Glow at 50% becomes 25% then 12.5% across repeat entries. Fix by duplicating the Environment in `Arena._ready()` (`scripts/arena.gd`). Regression test: set glow to 50%, enter/leave Free Play three times, confirm it's still 50%.
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- [ ] Collapse the four disagreeing team palettes into one source of truth — `ship.gd`, `HUDController.gd` and `goal.gd` each declare `TEAM_COLORS`, `arena_boundary.gd` exports `team0_tint`/`team1_tint`, and `arena_deck.gdshader` defaults to a fifth pair. Three of them disagree, so nose, goal rim, end zone and scoreboard are all different blues.
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- [x] Collapse the four disagreeing team palettes into one source of truth — `ship.gd`, `HUDController.gd` and `goal.gd` each declare `TEAM_COLORS`, `arena_boundary.gd` exports `team0_tint`/`team1_tint`, and `arena_deck.gdshader` defaults to a fifth pair. Three of them disagree, so nose, goal rim, end zone and scoreboard are all different blues.
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- [ ] Goal scoring volume (3.5 x 1.5, `objects/goal.tscn`) is smaller than the drawn mouth (3.7 x 1.65, `ArenaBoundary.GOAL_APERTURE_*`) — a ball crossing the visible edge doesn't score. Derive the aperture constants from the goal's collision shape, the way `goal.gd:53` already measures its own visuals.
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- [ ] `match_mode.gd`: full time can fire mid-kickoff-countdown, and the stalled coroutine resumes into the dying scene (can re-emit `kickoff_countdown` / unfreeze bodies for a frame). Guard `_run_kickoff_countdown` with a match-over flag.
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- [ ] `match_mode.gd` emits `timer_updated` every frame for a value that changes once a second; the HUD re-formats and re-shapes the label each time. Emit only on change, matching `ship.gd`'s threshold-gated telemetry discipline.
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