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## Summary Moves the small-player glow strength from a standalone UserSettings key (`settings.highlightGlowStrength`) into the graphics overrides blob (`smallPlayerGlow.strength`), and moves its slider from the basic settings modal into the **Effects** section of the graphics settings modal. The pass now reads strength from its live `RenderSettings` slice like every other graphics knob, flowing through `applyGraphicsOverrides`. This removes the dedicated push chain (ClientGameRunner listener → MapRenderer → Renderer → pass setter) and MapRenderer's context-restore reapply — strength survives WebGL context restores automatically now, participates in the graphics modal's "Reset to defaults", and shows up in the render debug GUI. ## Bug fix The old slider had no visible effect below ~115%: strength only drove the blur-iteration count (`round(strength ** 2.74)`, floored at 1 pass), and the composite intensity (`alpha * pulse * sqrt(passes)`) never factored strength directly — so 10% rendered identical to 100%. Strength is now a linear opacity fade on a fixed-width aura: - 100% = the aura's full brightness, 10% = barely visible, 0% = off - Slider capped at 100% (the >100% aura-widening mechanism became unreachable and is removed: `passesFor`, `lastPasses`, and the blur-iteration loop) - Default is 25% - The pass clamps persisted values above 1 so stale settings from the old 500% range can't over-brighten ## Notes - Reuses the existing `user_setting.highlight_glow_strength_label` / `highlight_small_players_desc` translation keys — no en.json change - The legacy `settings.highlightGlowStrength` localStorage key is not migrated (the slider only shipped in #4588 a few days ago); users reset to the 25% default ## Test plan - [x] `tests/GraphicsOverrides.test.ts` — schema validation + apply coverage for the new override group - [x] Full suite (171 tests), tsc, eslint all pass 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>