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fix(fires): paint aggregated heat cells warm by density, not by strongest FRP
Coloring each far-zoom cell with the ramp stop of its strongest detection turned a burning region into a blue / teal / lime mosaic: neighbouring cells flipped hue on one outlier and the cold stops did not read as fire. Cells say where it burns, so they go back to the heat-normalized score (density, night share, max FRP) on the warm end of the ramp — lime, amber, red — with the cell card accent matching. Single detections keep the full six-stop FRP ramp. Co-Authored-By: Claude Fable 5.1 <[email protected]>
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@@ -2,7 +2,8 @@
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cold → hot ramp (blue · teal · lime · amber · orange · red at 0 · 5 · 20 ·
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50 · 100 · 300 MW), and add a log-scale minimum-FRP slider whose track is the
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ramp, an All / Nominal+ / High confidence switch and an "N of M shown"
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counter to the layer row. The filter applies once before rendering, so
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counter to the layer row. Far-zoom heat cells keep a warm density fill
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(lime · amber · red). The filter applies once before rendering, so
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markers, cards, heat cells, context and the top-fires query agree; share
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links keep it (`w` token: `f`, `c`), and `get_active_fires` takes matching
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`min_frp_mw` and `confidence` arguments. Default 0 MW / All (gekh, #1426).
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