Add the optional Forward+ desktop HQ build
Package a Forward+ preset with volumetric fog, SDFGI and a volumetric flashlight for a separate Linux/Windows Desktop HQ zip. Gate the effects on a real RenderingDevice, tune LATE fog, and adapt local light falloff for Godot 4.7. Record the Compatibility/Forward+ A/B captures and metrics, add the artifact to the build/publish scripts, and keep the default Compatibility/Web path unchanged. Headless 231/231, Python 87/87; exported HQ binary boots with Vulkan.
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@@ -54,7 +54,7 @@ const PHASE_LIGHTING := {
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"sky_ground": Color(0.45, 0.5, 0.55), "ambient": Color(0.75, 0.78, 0.85), "night": false,
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"exposure": 0.6, "glow": 0.45, "fog_color": Color(0.87, 0.83, 0.76),
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"fog_density": 0.0034, "fog_energy": 0.5, "contrast": 1.05, "saturation": 1.04,
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"ambient_energy": 0.1,
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"ambient_energy": 0.1, "volumetric_density": 0.004, "volumetric_energy": 0.0,
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},
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Rules.Phase.MIDDAY: {
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"sun_energy": 1.0, "sun_angle": -62.0, "sun_yaw": -30.0, "sun_color": Color(1.0, 0.99, 0.96),
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@@ -62,7 +62,7 @@ const PHASE_LIGHTING := {
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"sky_ground": Color(0.5, 0.54, 0.58), "ambient": Color(0.85, 0.88, 0.95), "night": false,
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"exposure": 0.6, "glow": 0.4, "fog_color": Color(0.88, 0.87, 0.83),
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"fog_density": 0.0028, "fog_energy": 0.5, "contrast": 1.06, "saturation": 1.04,
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"ambient_energy": 0.28,
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"ambient_energy": 0.28, "volumetric_density": 0.003, "volumetric_energy": 0.0,
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},
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# Evening is dusk, not a bright sunset: the sun is almost down and the street
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# is carried by the marquee, the lamps and the lit windows (realism pass).
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@@ -72,7 +72,7 @@ const PHASE_LIGHTING := {
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"sky_ground": Color(0.1, 0.09, 0.12), "ambient": Color(0.2, 0.19, 0.26), "night": true,
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"exposure": 0.72, "glow": 0.8, "fog_color": Color(0.34, 0.27, 0.3),
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"fog_density": 0.0026, "fog_energy": 0.45, "contrast": 1.1, "saturation": 1.05,
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"ambient_energy": 0.12,
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"ambient_energy": 0.12, "volumetric_density": 0.014, "volumetric_energy": 0.10,
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},
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Rules.Phase.LATE: {
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"sun_energy": 0.02, "sun_angle": -8.0, "sun_color": Color(0.3, 0.35, 0.5),
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@@ -80,7 +80,7 @@ const PHASE_LIGHTING := {
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"sky_ground": Color(0.03, 0.03, 0.05), "ambient": Color(0.06, 0.07, 0.12), "night": true,
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"exposure": 0.95, "glow": 1.15, "fog_color": Color(0.08, 0.1, 0.2),
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"fog_density": 0.0028, "fog_energy": 0.45, "contrast": 1.12, "saturation": 1.0,
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"ambient_energy": 0.22,
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"ambient_energy": 0.22, "volumetric_density": 0.020, "volumetric_energy": 0.14,
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},
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}
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var hud: Hud = null
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@@ -196,11 +196,14 @@ func _build_guard() -> GuardController:
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# Aim straight ahead: tilting it down made the cone hit the ground right in
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# front of the guard instead of the person or door being checked.
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flashlight.rotation_degrees = Vector3.ZERO
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flashlight.spot_range = 20.0
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flashlight.spot_range = 30.0 if Materials.modern_light_falloff() else 20.0
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flashlight.spot_angle = 14.0
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flashlight.light_energy = 4.2
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flashlight.spot_attenuation = 0.9
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flashlight.spot_attenuation = 0.0 if Materials.modern_light_falloff() else 0.9
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flashlight.spot_angle_attenuation = 0.9
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# The volumetric shaft is a Forward+ (desktop HQ) effect. Compatibility and
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# headless builds leave the light non-volumetric, so their look is unchanged.
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flashlight.light_volumetric_fog_energy = 3.0 if RenderingServer.get_rendering_device() != null else 0.0
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head.add_child(flashlight)
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var collider := CollisionShape3D.new()
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var shape := CapsuleShape3D.new()
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