Replace dark mode with player-adjustable lighting (#4280)

## What

Removes the binary **dark mode** feature and replaces it with a
player-adjustable **Lighting** section in graphics settings.

### In-game settings
- Removed the Dark Mode toggle from both `SettingsModal` and
`UserSettingModal`, and `darkMode()`/`toggleDarkMode()`/`DARK_MODE_KEY`
from `UserSettings`.

### New Lighting section (Graphics Settings)
- **Ambient light** slider (1–3): mapped to the renderer's ambient as
`ambient = 1 / level`. **1.0 = no effect (unchanged look), 3.0 = darkest
with the strongest structure glow.**
- **Light falloff** slider (1–3): writes straight to
`lighting.falloffPower`.
- Lighting auto-enables only when ambient < 1, so the default (slider at
1) has zero GPU cost — off by default.

### Removed dark-mode overrides
- Deleted `applyDarkModeOverride()` + `DARK_AMBIENT` and their wiring in
`ClientGameRunner`, `gl/index.ts`, and the `DARK_MODE_KEY` listener.
- Removed the `.dark` HUD-class toggle in `Main.ts` and the
`userSettings.darkMode()` read in `PlayerIcons`.

### Train glow
- `UT_TRAIN` light reduced (intensity `2.0 → 0.5`, radius `8 → 6`) so
structures dominate the glow.

## Notes
- Removing the dark-mode setting also retires the HUD's Tailwind dark
theme (same setting). The dormant `dark:` CSS variants and unused
white-icon assets are left in place (out of scope).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Evan
2026-06-14 12:42:19 -07:00
committed by GitHub
co-authored by Claude Opus 4.8
parent 44f5e14a0f
commit 52bcae5106
14 changed files with 239 additions and 115 deletions
+72
View File
@@ -74,6 +74,19 @@ describe("GraphicsOverridesSchema", () => {
}
});
test("accepts partial lighting overrides", () => {
const cases = [
{ lighting: {} },
{ lighting: { ambient: 0.5 } },
{ lighting: { ambient: 1 } },
{ lighting: { falloffPower: 2 } },
{ lighting: { ambient: 0.3, falloffPower: 1.5 } },
];
for (const c of cases) {
expect(GraphicsOverridesSchema.safeParse(c).success).toBe(true);
}
});
test("rejects wrong field types", () => {
expect(
GraphicsOverridesSchema.safeParse({ name: { nameScaleFactor: "big" } })
@@ -115,6 +128,16 @@ describe("GraphicsOverridesSchema", () => {
railroad: { railThickness: "wide" },
}).success,
).toBe(false);
expect(
GraphicsOverridesSchema.safeParse({
lighting: { ambient: "dark" },
}).success,
).toBe(false);
expect(
GraphicsOverridesSchema.safeParse({
lighting: { falloffPower: "soft" },
}).success,
).toBe(false);
});
});
@@ -351,6 +374,55 @@ describe("applyGraphicsOverrides", () => {
expect(z.railThickness).toBe(defaults.railThickness);
});
test("ambient < 1 sets ambient and enables the lighting pass", () => {
const l = gen({ lighting: { ambient: 0.5 } }).lighting;
expect(l.ambient).toBe(0.5);
expect(l.enabled).toBe(true);
});
test("ambient === 1 sets ambient but leaves lighting disabled (identity)", () => {
const l = gen({ lighting: { ambient: 1 } }).lighting;
expect(l.ambient).toBe(1);
expect(l.enabled).toBe(false);
});
test("ambient absent → lighting stays at render-settings.json defaults", () => {
const defaults = createRenderSettings().lighting;
expect(gen({}).lighting.ambient).toBe(defaults.ambient);
expect(gen({}).lighting.enabled).toBe(defaults.enabled);
expect(gen({ lighting: {} }).lighting.enabled).toBe(defaults.enabled);
});
test("applies falloffPower override (including values below default)", () => {
expect(gen({ lighting: { falloffPower: 1.4 } }).lighting.falloffPower).toBe(
1.4,
);
expect(gen({ lighting: { falloffPower: 3 } }).lighting.falloffPower).toBe(
3,
);
});
test("falloffPower override alone does not enable the lighting pass", () => {
expect(gen({ lighting: { falloffPower: 1.4 } }).lighting.enabled).toBe(
false,
);
});
test("lighting override leaves other lighting fields at defaults", () => {
const defaults = createRenderSettings().lighting;
const l = gen({ lighting: { ambient: 0.4 } }).lighting;
expect(l.falloffPower).toBe(defaults.falloffPower);
expect(l.blurZoomDivisor).toBe(defaults.blurZoomDivisor);
expect(l.lightRadiusMultiplier).toBe(defaults.lightRadiusMultiplier);
});
test("ambient + falloffPower compose together", () => {
const l = gen({ lighting: { ambient: 0.3, falloffPower: 1 } }).lighting;
expect(l.ambient).toBe(0.3);
expect(l.falloffPower).toBe(1);
expect(l.enabled).toBe(true);
});
test("classicIcons + name overrides compose independently", () => {
const s = gen({
name: { darkNames: true, nameScaleFactor: 0.9 },