feat: daybreak finale turns the contact arrival into a sunrise with a dawn chord
@@ -23,3 +23,11 @@ Run: `npm run build:preview` then serve `dist` (dev server shows a blank page).
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- **Known weaknesses:** the outline-to-lit sweep beat is short (~300 ms visible); haze cone slightly flat/white; spark boost barely perceptible.
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- Screenshots: docs/overnight/round2/.
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## Round 3: End of Shift (Contact daybreak finale)
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- **What:** arriving at Contact turns the night into dawn over 7 s: sky mauve/peach, stars drain, sun lifts and becomes a solid gold disc, warm rim light on road/terrain/districts, warm grade and bloom, bars warm, credit types at sunrise, HUD "END OF SHIFT · 05:48" (the joke: round 1's window ended 03:51), and a synthesized four-voice dawn pad (new mixer `dawnInput`) swells. Scrolling back rewinds in ~1.6 s. html[data-dawn] steps night/first-light/sunrise/day. Reduced motion/static: CSS-only daybreak gradient.
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- **Why:** the ending was engine-off but still night with a sun that never moved; the finale is the last impression, and the plumbing (sun, meteors, outroProgress, palette) was already there.
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- **Build:** src/journey/dawn.ts, scene/world/dawn-light.ts, audio/dawn-resolve.ts; edits in palette, environment, sun, atmosphere, horizon-air, road/terrain/districts, cinematic-grade, post-processing, adaptive-mixer, soundtrack-engine, world.css. 746 tests green, initial JS +0.7 KB gz, scene chunk +1.2 KB, outro frame times unchanged on hardware GL.
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- **Verdict: KEEP with fixes** (Fable): the sun/halo stack washed out to a white blob, so the sun is now gold with a smaller halo; the "DESTINATION" eyebrow was invisible on the peach sky, darkened at sunrise.
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- **Known weaknesses:** the "SHIFT OVER" label swap is invisible (HUD arrival label collapsed); the bottom credit is mostly hidden by the Contact panel (pre-existing); horizon still bright at full day; reduced-motion version reads as dusk rather than sunrise; audio checked by code review only.
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- Screenshots: docs/overnight/round3/.
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