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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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@@ -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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