Tighten the flashlight spot and refresh captures
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.
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@@ -190,10 +190,10 @@ 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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# 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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# 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.rotation_degrees = Vector3.ZERO
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flashlight.spot_range = 16.0
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flashlight.spot_range = 20.0
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flashlight.spot_angle = 20.0
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flashlight.spot_angle = 11.0
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flashlight.light_energy = 4.0
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flashlight.light_energy = 3.6
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flashlight.spot_attenuation = 0.8
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flashlight.spot_attenuation = 0.9
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flashlight.spot_angle_attenuation = 0.9
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flashlight.spot_angle_attenuation = 0.9
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# Visible beam: a fading additive cone parented to the lamp, because the
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# Visible beam: a fading additive cone parented to the lamp, because the
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# Compatibility renderer has no volumetric light. It is offset forward so the
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# Compatibility renderer has no volumetric light. It is offset forward so the
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@@ -201,7 +201,7 @@ func _build_guard() -> GuardController:
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var beam := MeshInstance3D.new()
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var beam := MeshInstance3D.new()
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beam.name = "Beam"
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beam.name = "Beam"
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var cone := CylinderMesh.new()
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var cone := CylinderMesh.new()
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cone.top_radius = 1.35
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cone.top_radius = 3.0
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cone.bottom_radius = 0.04
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cone.bottom_radius = 0.04
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cone.height = 7.0
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cone.height = 7.0
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cone.radial_segments = 16
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cone.radial_segments = 16
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