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## 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>