Tighten the flashlight spot and refresh captures
Full build / Import + headless tests (push) Successful in 37s
Full build / Full desktop build + optional release (push) Skipped

Narrow the spot to 11° with a 20 m range so it lights the person/door rather
than the whole facade, and regenerate the staged screenshots. Headless 227/227,
compare 11 good / 0 bad.
This commit is contained in:
zwitschi committed 2026-11-01 17:06:57 +01:00
1 parent 3c07525351
commit 47c57ddc76
8 files changed
+5 -5

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+5 -5
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@@ -190,10 +190,10 @@ func _build_guard() -> GuardController:
# Aim straight ahead: tilting it down made the cone hit the ground right in # Aim straight ahead: tilting it down made the cone hit the ground right in
# front of the guard instead of the person or door being checked. # front of the guard instead of the person or door being checked.
flashlight.rotation_degrees = Vector3.ZERO flashlight.rotation_degrees = Vector3.ZERO
flashlight.spot_range = 16.0 flashlight.spot_range = 20.0
flashlight.spot_angle = 20.0 flashlight.spot_angle = 11.0
flashlight.light_energy = 4.0 flashlight.light_energy = 3.6
flashlight.spot_attenuation = 0.8 flashlight.spot_attenuation = 0.9
flashlight.spot_angle_attenuation = 0.9 flashlight.spot_angle_attenuation = 0.9
# Visible beam: a fading additive cone parented to the lamp, because the # Visible beam: a fading additive cone parented to the lamp, because the
# Compatibility renderer has no volumetric light. It is offset forward so the # Compatibility renderer has no volumetric light. It is offset forward so the
@@ -201,7 +201,7 @@ func _build_guard() -> GuardController:
var beam := MeshInstance3D.new() var beam := MeshInstance3D.new()
beam.name = "Beam" beam.name = "Beam"
var cone := CylinderMesh.new() var cone := CylinderMesh.new()
cone.top_radius = 1.35 cone.top_radius = 3.0
cone.bottom_radius = 0.04 cone.bottom_radius = 0.04
cone.height = 7.0 cone.height = 7.0
cone.radial_segments = 16 cone.radial_segments = 16