Fix movement-hall black walls and column clipping.
Cap shared hall lights (no per-painting spots) so MeshStandard walls stay within WebGL limits, tuck classical/neoclassical details into engaged corner pilasters, and document the light budget. Co-authored-by: Cursor <cursoragent@cursor.com>
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Cursor
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1853222e01
@@ -144,17 +144,19 @@ const BY_MOVEMENT_ID: Record<number, MovementInteriorStyle> = {
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{
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details: 'medieval',
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titleColor: '#e8dcc8',
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ambient: 0.52,
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ambient: 0.72,
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warmLight: '#e8d8c0',
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sunLight: '#d0e8ff',
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fog: '#0c0c10',
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// Keep atmosphere dark, but not pure void (walls must stay readable).
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fog: '#1a1816',
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background: '#141210',
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windows: windows(
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{ wall: 'back', x: -2, y: 2.8, width: 0.8, height: 2.8, style: 'gothic-lancet', lightColor: '#c8e0ff', lightIntensity: 3.5 },
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{ wall: 'back', x: 2, y: 2.8, width: 0.8, height: 2.8, style: 'gothic-lancet', lightColor: '#c8e0ff', lightIntensity: 3.5 },
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{ wall: 'left', x: 0, y: 3.0, width: 0.9, height: 2.6, style: 'gothic-lancet', lightColor: '#c8e0ff', lightIntensity: 2.8 },
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{ wall: 'right', x: 0, y: 3.0, width: 0.9, height: 2.6, style: 'gothic-lancet', lightColor: '#c8e0ff', lightIntensity: 2.8 }
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),
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trackLights: 0.3,
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trackLights: 0.85,
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}
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),
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30: mk(
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