mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-16 13:30:07 +01:00
Use an higher FOV value in demos
A vertical FOV of 74 degrees is roughly equivalent to a 90 degree horizontal FOV on a 4:3 display (~106.26 degrees on 16:9), which is the typical default FOV used in PC games.
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@@ -298,7 +298,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 70.0
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fov = 74.0
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size = 1.0
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near = 0.05
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far = 100.0
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@@ -1424,7 +1424,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 80.0
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fov = 74.0
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size = 1.0
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near = 0.05
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far = 100.0
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@@ -237,7 +237,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 70.0
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fov = 74.0
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size = 1.0
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near = 0.05
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far = 100.0
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@@ -4,7 +4,7 @@ extends Camera
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# Member variables
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var collision_exception = []
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export var min_distance = 0.5
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export var max_distance = 4.0
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export var max_distance = 5.5
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export var angle_v_adjust = 0.0
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export var autoturn_ray_aperture = 25
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export var autoturn_speed = 50
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Binary file not shown.
@@ -4,7 +4,7 @@ extends Camera
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# Member variables
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var collision_exception = []
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export var min_distance = 0.5
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export var max_distance = 4.0
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export var max_distance = 3.5
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export var angle_v_adjust = 0.0
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export var autoturn_ray_aperture = 25
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export var autoturn_speed = 50
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@@ -15,33 +15,33 @@ func _physics_process(dt):
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var target = get_parent().get_global_transform().origin
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var pos = get_global_transform().origin
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var up = Vector3(0, 1, 0)
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var delta = pos - target
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# Regular delta follow
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# Check ranges
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if delta.length() < min_distance:
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delta = delta.normalized() * min_distance
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elif delta.length() > max_distance:
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delta = delta.normalized() * max_distance
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# Check upper and lower height
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if delta.y > max_height:
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delta.y = max_height
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if delta.y < min_height:
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delta.y = min_height
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# Check autoturn
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var ds = PhysicsServer.space_get_direct_state(get_world().get_space())
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var col_left = ds.intersect_ray(target, target + Basis(up, deg2rad(autoturn_ray_aperture)).xform(delta), collision_exception)
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var col = ds.intersect_ray(target, target + delta, collision_exception)
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var col_right = ds.intersect_ray(target, target + Basis(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
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if !col.empty():
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# If main ray was occluded, get camera closer, this is the worst case scenario
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delta = col.position - target
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delta = col.position - target
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elif !col_left.empty() and col_right.empty():
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# If only left ray is occluded, turn the camera around to the right
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delta = Basis(up, deg2rad(-dt * autoturn_speed)).xform(delta)
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@@ -51,15 +51,15 @@ func _physics_process(dt):
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else:
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# Do nothing otherwise, left and right are occluded but center is not, so do not autoturn
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pass
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# Apply lookat
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if delta == Vector3():
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delta = (pos - target).normalized() * 0.0001
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pos = target + delta
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look_at_from_position(pos, target, up)
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# Turn a little up or down
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var t = get_transform()
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t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis
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Binary file not shown.
@@ -332,7 +332,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = true
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fov = 60.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 100.0
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@@ -353,5 +353,3 @@ playback_default_blend_time = 0.0
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playback_speed = 1.0
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blend_times = [ ]
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autoplay = ""
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@@ -582,7 +582,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = true
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fov = 60.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 100.0
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@@ -1116,5 +1116,3 @@ collision/exclude_nodes = true
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params/bias = 0.3
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params/damping = 1.0
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params/impulse_clamp = 0.0
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@@ -734,7 +734,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = true
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fov = 60.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 100.0
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@@ -768,5 +768,3 @@ twist_span = 45.0
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bias = 0.3
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softness = 0.8
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relaxation = 1.0
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@@ -107,7 +107,7 @@ directional_shadow_max_distance = 200.0
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 7.09558 )
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projection = 0
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fov = 50.0
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fov = 74.0
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near = 0.1
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far = 100.0
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keep_aspect = 1
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@@ -121,5 +121,3 @@ doppler/tracking = 0
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = ExtResource( 1 )
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@@ -57,7 +57,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 60.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 100.0
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@@ -189,5 +189,3 @@ align = 1
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[connection signal="pressed" from="pause" to="." method="_on_pause_pressed"]
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[connection signal="pressed" from="pause_popup/unpause" to="." method="_on_unpause_pressed"]
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@@ -406,7 +406,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 65.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 100.0
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@@ -592,5 +592,3 @@ directional_shadow_normal_bias = 0.8
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directional_shadow_bias_split_scale = 0.25
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directional_shadow_depth_range = 0
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directional_shadow_max_distance = 200.0
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@@ -27,7 +27,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 60.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 1000.0
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@@ -52,5 +52,3 @@ omni_range = 5.0
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omni_attenuation = 1.0
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omni_shadow_mode = 1
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omni_shadow_detail = 1
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@@ -340,7 +340,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 65.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 100.0
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@@ -617,5 +617,3 @@ _sections_unfolded = [ "Transform" ]
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position = Vector2( 298, 200 )
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texture = ExtResource( 6 )
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_sections_unfolded = [ "Transform" ]
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@@ -398,7 +398,7 @@ v_offset = 0.0
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doppler_tracking = 0
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projection = 0
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current = false
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fov = 65.0
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fov = 74.0
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size = 1.0
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near = 0.1
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far = 100.0
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@@ -567,5 +567,3 @@ skeleton = NodePath("..")
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material/0 = SubResource( 12 )
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script = SubResource( 13 )
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_sections_unfolded = [ "Transform" ]
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