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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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@@ -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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