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feat(highway_3d): hit-feedback juice + Hit-sparks toggle (#618)
* feat(highway_3d): hit-feedback juice — cinematic lighting, strike line, sparks, intensity dial Charrette wave 1 (additive, default-tasteful, all behind settings): - #8 Hit-feedback settings: hitFx (0..1), cinematic, verdictMarks, timingFx, streakFx in BG_DEFAULTS + h3dBgSet* setters + settings.html (intensity slider + cinematic toggle). hitFx=0 → colour verdict only. - #2 Cinematic lighting: ambient 0.85→0.35 + stronger key light when cinematic on, so emissive gems have a dark surround to pop against. Live-toggleable. - #1 Strike line: a glowing bar at the hit line (Z=0) that flashes green on a verified hit / red on a miss, eased from the per-frame verdict alpha. - #3 Hit sparks: a pooled additive Points burst at the gem on a verified hit (deduped one burst per note), scaled by hitFx; disposed on teardown. Staged for wave 2 (after dogfooding): bloom+ACES (#4), colorblind verdict glyphs (#6), early/late timing tint (#5), streak heat + clean-bar (#7), gem scale-punch. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): wave 2 — gem scale-punch, streak heat, colorblind verdict marks - #3 (completion) gem scale-punch: the hit gem briefly grows (1 + 0.22·hitFx·alpha), biggest at the strike and easing with the verdict — the per-gem impulse. - #7 streak heat: a renderer-side consecutive-hit counter eases a 0..1 "heat" (plateau at 16) that grows the spark burst + warms the strike-line idle glow; a miss eases it back down. Behind the Streak-feedback toggle. - #6 colorblind verdict marks: a redundant ✓ (hit) / ✗ (miss) glyph on the verdict via the existing 2D label overlay, so the green/red pair isn't the only signal — notably also covers the provider path (where the timing labels don't show). - settings.html: Streak-feedback + Accessible-marks toggles. Deferred: #4 bloom+ACES (needs the Three.js postprocessing addons vendored into core static/vendor/three/ — not present; warrants its own infra change), and #5's timing tint (the early/late ±ms labels already render on the event path; surfacing them on the provider path needs a notedetect verdict field — a cross-plugin item). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #4 bloom + ACES — vendored Three.js postprocessing, perf-gated The single biggest fidelity lever from the charrette. Core had only three.module.min.js (no postprocessing addons), so this vendors the r170 EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME vendored three (../../three.module.min.js) so the addons share the plugin's three instance (a CDN copy would be a second, non-interoperable module). highway_3d wiring: - Lazy-loads the addons only when the new `bloom` setting is on (dynamic import), builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/ threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass). - Render loop uses composer.render() with ACES tone-mapping when bloom is active, else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look). - Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules or composer fail; composer.setSize on canvas resize; disposed on teardown. - settings.html: "Glow bloom" toggle (default on). Verified the import chain resolves + renders via a same-origin module-load test (EffectComposer built + a bloom frame rendered, three r170). Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect verdict-field change, outside the highway). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): #5 early/late timing — colour the hit feedback by timing Surfaces the detector's timing on every hit (the charrette's last item), fully highway-side: notedetect already dispatches the judgment (timingState/timingError) on notedetect:hit/miss, so we carry timingState onto the event mark and tint the hit's spark burst + the ✓ verdict glyph by it — on-time green, early cyan, late amber. Gracefully falls back to green when no timing is known (pure-provider path), so it never invents data. Behind the new "Timing feedback" toggle (default on). Charrette: 8/8 complete. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq * feat(highway_3d): add a "Hit sparks" on/off toggle (note-hit particles) The on-hit spark burst (the particle effect that fires the instant note_detect confirms a hit) could previously only be removed by dragging Hit-feedback intensity to 0 — which also kills the strike-line flash and the scale-punch. Add a dedicated "Hit sparks" toggle (default on) under 3D Highway settings, in the hit-feedback group beside the intensity slider, that gates ONLY the spark particles; the strike flash and colour verdict are unaffected. Wired the same way as the sibling juice toggles: a `sparks` boolean in BG_DEFAULTS, in _BG_BOOL_KEYS, a window.h3dBgSetSparks setter, the per-instance _sparks state + settings re-read, and a guard on the _sparkBurst spawn. Reuses existing Tailwind utility classes, so assets/plugin.css is unchanged; plugin.json version bumped to 3.28.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): act on tester charrette — strike line, fog readability, AA Addresses the alpha-tester 3D-highway feedback thread via the design panel's recommendations: - Strike line (panel rec 1a): now a HIT-ONLY faint "now" line — flashes green on a confirmed hit, no red miss branch (misses already show at the gem: red wash + ✗). Moved off the bottom edge to the vertical CENTRE of the string field, which was the "incorrectly placed" complaint (it read as the board's lower border and fused with open-string gems on a miss). Added a "Strike line" on/off toggle (`strikeLine`, default on). - Horizon readability (#2): the note gems + their outlines are now fog-exempt (`material.fog = false` on mStr/mGlow/mStrHitOutline/mHitBright/mWhiteOutline/ mMissOutline), so upcoming notes punch through the distance fog and stay legible as they render in — the board, lane, sustains and scenery keep their atmospheric fog, so depth is preserved. - Cinematic lighting softened: cinematic ambient 0.35 -> 0.45 so the dark stage doesn't crush note/fret legibility. - Anti-aliasing under bloom (perf rec): give the bloom EffectComposer a multisampled (WebGL2 MSAA x4) HalfFloat render target. The default target had no `samples`, so bloom-on bypassed MSAA — the "too HD / jagged on Windows, fine on Mac" report (Mac only won via Retina supersampling). This is the highest-value, smallest fix for the jaggies. plugin.json -> 3.29.0. The renderScale quality-oscillation is core (static/highway.js) and will be a separate feedBack PR. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler Second tester-charrette pass. The strike line (even hit-only/centred from the last pass) was still too distracting/confusing on a hit, so it's removed entirely — strings + fret markers already orient the player, and the hit is fully carried at the gem (bright outline + scale-punch + spark burst) with the timing-coloured ✓/✗ verdict as the knowledge-of-results channel. - Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state + their verdict-block feeds. - Made the spark burst subtler now that it's the sole celebration: point size 1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s. - Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings (kept). Minimal hit-feedback set now: gem bright + subtle spark (celebration) + timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * fix(highway_3d): hydrate hit-feedback settings controls from saved state The 7 new juice controls (Hit sparks, Cinematic, Streak, Verdict marks, Bloom, Timing, Hit-feedback intensity) were hard-coded to their default markup and never read back from localStorage when the settings panel reopened — so a saved non-default (e.g. Hit sparks off) showed as the default (checked) even though the renderer correctly honored it. The sibling controls in the same panel were already hydrated; this restores that pattern for the new ones. Reads h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on, hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' coercion. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com>
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co-authored by
Claude Opus 4.8
byrongamatos
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b206633131
commit
290783b80b
@@ -577,6 +577,80 @@
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<span>Glowy</span>
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</div>
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</div>
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<div class="mt-4">
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<label for="h3d-hitfx" class="text-xs font-medium text-gray-400 mb-1 block">
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Hit feedback intensity: <span id="h3d-hitfx-label">0.70</span>
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</label>
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<input type="range" id="h3d-hitfx" min="0" max="1" step="0.05" value="0.70"
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oninput="document.getElementById('h3d-hitfx-label').textContent = parseFloat(this.value).toFixed(2); window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
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onchange="window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
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class="w-full accent-accent">
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<p class="text-[10px] text-gray-500 mt-1">
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How much "juice" a nailed note gets — the strike-line flash and the
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spark burst at the hit line. <em>0</em> = colour verdict only (no sparks).
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</p>
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</div>
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<div class="mt-3 flex items-start justify-between gap-3">
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<label for="h3d-sparks" class="text-xs font-medium text-gray-400">
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Hit sparks
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<span class="block text-[10px] text-gray-500 font-normal">The particle burst that pops off a note the instant it's detected as a hit. Turn off for a calmer highway — the strike-line flash and colour verdict stay.</span>
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</label>
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<input type="checkbox" id="h3d-sparks" checked
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onchange="window.h3dBgSetSparks && window.h3dBgSetSparks(this.checked)"
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class="accent-accent mt-0.5">
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</div>
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<div class="mt-3 flex items-start justify-between gap-3">
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<label for="h3d-cinematic" class="text-xs font-medium text-gray-400">
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Cinematic lighting
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<span class="block text-[10px] text-gray-500 font-normal">Darker stage so the glowing notes pop against it. Turn off for the brighter, flatter look.</span>
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</label>
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<input type="checkbox" id="h3d-cinematic" checked
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onchange="window.h3dBgSetCinematic && window.h3dBgSetCinematic(this.checked)"
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class="accent-accent mt-0.5">
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</div>
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<div class="mt-3 flex items-start justify-between gap-3">
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<label for="h3d-streakfx" class="text-xs font-medium text-gray-400">
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Streak feedback
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<span class="block text-[10px] text-gray-500 font-normal">A clean run quietly "heats up" — bigger sparks the longer you stay accurate. Eases back on a miss.</span>
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</label>
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<input type="checkbox" id="h3d-streakfx" checked
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onchange="window.h3dBgSetStreakFx && window.h3dBgSetStreakFx(this.checked)"
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class="accent-accent mt-0.5">
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</div>
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<div class="mt-3 flex items-start justify-between gap-3">
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<label for="h3d-verdictmarks" class="text-xs font-medium text-gray-400">
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Accessible verdict marks (✓ / ✗)
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<span class="block text-[10px] text-gray-500 font-normal">Adds a shape mark to each hit/miss so the result doesn't rely on the green/red colour pair alone.</span>
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</label>
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<input type="checkbox" id="h3d-verdictmarks" checked
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onchange="window.h3dBgSetVerdictMarks && window.h3dBgSetVerdictMarks(this.checked)"
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class="accent-accent mt-0.5">
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</div>
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<div class="mt-3 flex items-start justify-between gap-3">
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<label for="h3d-bloom" class="text-xs font-medium text-gray-400">
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Glow bloom
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<span class="block text-[10px] text-gray-500 font-normal">Real light-bleed around the glowing notes and hit flash (higher fidelity). Turns itself off in split-screen. If your machine struggles, turn this off first.</span>
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</label>
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<input type="checkbox" id="h3d-bloom" checked
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onchange="window.h3dBgSetBloom && window.h3dBgSetBloom(this.checked)"
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class="accent-accent mt-0.5">
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</div>
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<div class="mt-3 flex items-start justify-between gap-3">
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<label for="h3d-timingfx" class="text-xs font-medium text-gray-400">
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Timing feedback
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<span class="block text-[10px] text-gray-500 font-normal">Colours a hit by your timing — on-time green, a touch <span style="color:#35d6ff">early (cyan)</span> or <span style="color:#ffb84d">late (amber)</span> — so you can feel where you sit in the beat.</span>
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</label>
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<input type="checkbox" id="h3d-timingfx" checked
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onchange="window.h3dBgSetTimingFx && window.h3dBgSetTimingFx(this.checked)"
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class="accent-accent mt-0.5">
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</div>
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</div>
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</details>
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</div>
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@@ -1299,6 +1373,35 @@
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if (thsi) thsi.value = String(toneHudSize);
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if (thslbl) thslbl.textContent = toneHudSize.toFixed(2);
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// Hit-feedback "juice" controls — hydrate from saved state so the
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// panel reflects persistence on reopen (the renderer already reads
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// these via _bgReadSetting; without this the controls always showed
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// their default markup, misrepresenting a saved non-default). Reads
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// h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
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// hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' rules.
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try {
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const _bgBool = (k, def) => {
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const v = localStorage.getItem('h3d_bg_' + k);
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return v == null ? def : !(v === 'false' || v === '0');
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};
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const _setChk = (id, on) => { const el = document.getElementById(id); if (el) el.checked = on; };
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_setChk('h3d-sparks', _bgBool('sparks', true));
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_setChk('h3d-cinematic', _bgBool('cinematic', true));
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_setChk('h3d-streakfx', _bgBool('streakFx', true));
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_setChk('h3d-verdictmarks', _bgBool('verdictMarks', true));
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_setChk('h3d-bloom', _bgBool('bloom', true));
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_setChk('h3d-timingfx', _bgBool('timingFx', true));
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const _hf = document.getElementById('h3d-hitfx');
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if (_hf) {
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let v = parseFloat(localStorage.getItem('h3d_bg_hitFx'));
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if (!isFinite(v)) v = 0.70;
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v = Math.max(0, Math.min(1, v));
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_hf.value = String(v);
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const _hfl = document.getElementById('h3d-hitfx-label');
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if (_hfl) _hfl.textContent = v.toFixed(2);
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}
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} catch (_) { /* storage blocked — controls keep their default markup */ }
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// (3D Highway palette picker removed — string colors are now set
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// via the core "Highway String Colors" UI above, which drives both
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// the 2D and 3D highways. The bg-settings 'palette' key still exists
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