Disable threat markers in combat HUD config
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@ -169,7 +169,7 @@
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"readability": {
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"_comment": "The READABILITY LAYER (js/combat/CombatHud.js) — the 'what do I need to see' side of combat, shared by both contexts. reticle = the target/LOCK indicator: rotating corner brackets on the current target (the one your guns are on — the range's nearest hostile, the main game's auto-fire target; the shared rule is Combat.js → pickTarget). margin = px outside the target's hitRadius, spin = rad/s bracket rotation, color = the lock's amber. threat = the hostile cue: a small pulsing marker above EVERY enemy (size px, pulse 1/s, above = px over the ship's center, color = hot red). offscreen = the edge ARROWS for hostiles outside the camera's view (main game — the range's arena is one screen, so they rarely fire there): pad = px inside the screen edge, size = arrow px, max = the most arrows drawn (nearest hostiles win), color. feed = the KILL FEED, top-right (entries = max lines, life ms per entry, gap px between lines, size px font, xInset = px in from the screen's RIGHT edge, y0 = px DOWN from the top (the first line), ink + hit colors). barFlash = the combat bar's GAUGE FLASH when YOU take a hit: life ms, alpha = the white overlay's start (the shield gauge flashes on shield hits, the hull gauge on hull hits — both when the shields pop through).",
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"reticle": { "enabled": true, "margin": 16, "spin": 1.6, "color": "#ffd84d" },
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"threat": { "enabled": true, "size": 8, "pulse": 2.2, "above": 36, "color": "#ff2d6f" },
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"threat": { "enabled": false, "size": 8, "pulse": 2.2, "above": 36, "color": "#ff2d6f" },
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"offscreen": { "enabled": true, "pad": 28, "size": 13, "max": 4, "color": "#ff2d6f" },
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"feed": { "enabled": true, "entries": 5, "life": 3000, "gap": 19, "size": 13, "xInset": 18, "y0": 64, "ink": "#cfe9ff", "kill": "#ffd84d" },
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"barFlash": { "life": 340, "alpha": 0.85 }
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