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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="bpm"
run/main_scene="res://src/MainView.tscn"
boot_splash/bg_color=Color( 0.0509804, 0.0509804, 0.0823529, 1 )
config/icon="res://images/icon.png"
[debug]
settings/fps/force_fps=320
[display]
window/size/width=640
window/size/height=360
window/vsync/use_vsync=false
[editor_plugins]
enabled=PoolStringArray( "extras_exporter" )
[extras_exporter]
files_to_include=PoolStringArray( "LICENSE", "README.md", "screenshot.png" )
[input]
ui_focus_next={
"deadzone": 0.5,
"events": [ ]
}
ui_focus_prev={
"deadzone": 0.5,
"events": [ ]
}
about={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":92,"unicode":0,"echo":false,"script":null)
]
}
[rendering]
quality/driver/driver_name="GLES2"
quality/intended_usage/framebuffer_allocation=0
quality/intended_usage/framebuffer_allocation.mobile=1
vram_compression/import_etc=true
vram_compression/import_etc2=false
quality/reflections/texture_array_reflections=false
quality/reflections/high_quality_ggx=false
quality/shading/force_vertex_shading=true
quality/shading/force_lambert_over_burley=true
quality/shading/force_blinn_over_ggx=true
quality/depth_prepass/enable=false
environment/default_clear_color=Color( 0.0509804, 0.0509804, 0.0823529, 1 )
quality/depth/hdr=false
environment/default_environment="res://default_env.tres"