Apply new fov to viewport camera only
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@@ -44,7 +44,7 @@ class RenderUtil {
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var m = new Mat4(0.9146286343879498, -0.0032648027153306235, 0.404281837254303, 0.4659988049397712, 0.404295023959927, 0.007367569133732468, -0.9145989516155143, -1.0687517188018691, 0.000007410128652369705, 0.9999675337275382, 0.008058532943908717, 0.015935682577325486, 0, 0, 0, 1);
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Scene.active.camera.transform.setMatrix(m);
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var savedFov = Scene.active.camera.data.raw.fov;
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Scene.active.camera.data.raw.fov = App.defaultFov;
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Scene.active.camera.data.raw.fov = 0.92;
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Viewport.updateCameraType(CameraPerspective);
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var light = Scene.active.lights[0];
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var _lightStrength = light.data.raw.strength;
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@@ -120,7 +120,7 @@ class RenderUtil {
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m.translate(0, 0, 1);
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Scene.active.camera.transform.setMatrix(m);
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var savedFov = Scene.active.camera.data.raw.fov;
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Scene.active.camera.data.raw.fov = App.defaultFov;
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Scene.active.camera.data.raw.fov = 0.92;
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Viewport.updateCameraType(CameraPerspective);
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var light = Scene.active.lights[0];
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light.visible = false;
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@@ -279,7 +279,7 @@ class RenderUtil {
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var m = Mat4.identity();
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m.translate(0, 0, 0.5);
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cam.transform.setMatrix(m);
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cam.data.raw.fov = App.defaultFov;
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cam.data.raw.fov = 0.92;
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cam.buildProjection();
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cam.buildMatrix();
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m.getInverse(Scene.active.camera.VP);
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