Tune the flashlight beam and refresh affected captures
Widen and lengthen the additive beam cone and raise its near-end opacity so the night flashlight reads on screen. Regenerate the staged captures; compare stays 11 good / 0 bad, headless 227/227.
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@@ -201,9 +201,9 @@ func _build_guard() -> GuardController:
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var beam := MeshInstance3D.new()
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beam.name = "Beam"
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var cone := CylinderMesh.new()
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cone.top_radius = 1.0
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cone.bottom_radius = 0.05
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cone.height = 5.5
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cone.top_radius = 1.35
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cone.bottom_radius = 0.04
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cone.height = 7.0
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cone.radial_segments = 16
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cone.rings = 1
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cone.cap_top = false
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@@ -211,7 +211,7 @@ func _build_guard() -> GuardController:
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beam.mesh = cone
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# Cylinder axis is +Y; -90° about X aims the wide end along -Z (forward).
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beam.rotation_degrees = Vector3(-90, 0, 0)
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beam.position = Vector3(0, 0, -3.65)
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beam.position = Vector3(0, 0, -3.9)
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beam.material_override = Materials.light_beam()
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beam.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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flashlight.add_child(beam)
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@@ -140,8 +140,8 @@ static func light_beam() -> StandardMaterial3D:
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mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
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mat.albedo_color = Color(1.0, 0.95, 0.82, 1.0)
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var fade := Gradient.new()
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fade.set_color(0, Color(1.0, 0.95, 0.82, 0.0))
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fade.add_point(0.18, Color(1.0, 0.95, 0.82, 0.22))
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fade.set_color(0, Color(1.0, 0.95, 0.82, 0.08))
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fade.add_point(0.15, Color(1.0, 0.95, 0.82, 0.5))
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fade.set_color(fade.get_point_count() - 1, Color(1.0, 0.95, 0.82, 0.0))
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var ramp := GradientTexture1D.new()
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ramp.gradient = fade
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