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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=5
[application]
config/name="mod_track_test"
config/features=PackedStringArray("4.2", "Mobile")
[layer_names]
3d_render/layer_1="Ground"
3d_render/layer_2="Car"
3d_render/layer_12="SplitScreenPlayer1"
3d_render/layer_13="SplitScreenPlayer2"
3d_render/layer_14="SplitScreenPlayer3"
3d_render/layer_15="SplitScreenPlayer4"
3d_render/layer_16="MultiplayerMenu"
3d_render/layer_17="GameViewEffect"
3d_render/layer_18="IntroCameraContent"
3d_render/layer_19="UITrophy"
3d_render/layer_20="Map"
3d_physics/layer_1="Ground"
3d_physics/layer_2="Car"
3d_physics/layer_3="OutOfBounds"
3d_physics/layer_4="CarTriggers"
3d_physics/layer_5="PaintGlob"
3d_physics/layer_6="Dirt"
3d_physics/layer_7="TireRayOnly"
3d_physics/layer_8="Grass"
3d_physics/layer_9="DeepSnow"
3d_physics/layer_10="LightSnow"
3d_physics/layer_11="Roof"
[rendering]
renderer/rendering_method="mobile"
[shader_globals]
LIGHT_DIR={
"type": "vec3",
"value": Vector3(0, -1, 0)
}
CULL_DIST_BIAS={
"type": "float",
"value": 0.0
}
OVERALL_GAMMA={
"type": "float",
"value": 1.0
}
CULL_DIST_NEAR={
"type": "vec2",
"value": Vector2(25, 40)
}
CULL_DIST_FAR={
"type": "vec2",
"value": Vector2(50, 70)
}
JITTER={
"type": "float",
"value": 0.667
}
JITTER_RESOLUTION={
"type": "vec2",
"value": Vector2(320, 240)
}