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The 3D camera FOV isn't always set correctly when using camera replication #33847

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Calinou opened this issue Nov 23, 2019 · 1 comment
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@Calinou
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Calinou commented Nov 23, 2019

Godot version: Git ebdd2bc

OS/device including version: Fedora 31

Issue description:

Depending on when you change the editor camera FOV, it may not always apply to the running project when editor camera replication is enabled.

This is not limited to FOV; the same bug occurs with the camera's near and far plane values.

Steps to reproduce:

  1. Run a project that has a Camera node and enable camera replication at the top of the 3D viewport.
  2. Change the camera FOV using the View > Settings menu at the top of the 3D viewport. Notice how the FOV also changes in the running project.
  3. Disable camera replication and enable it again.
  4. Notice how the default camera FOV was restored (instead of using the current editor camera FOV).

Minimal reproduction project: Any 3D project can do, but you can use this one for testing purposes: test_dithering.zip

@akien-mga
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Still reproducible in the 3.2.3-stable.

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