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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="Duck Hunt Remastered"
config/description="Duck Hunt Remastered - a fangame created while learning Godot Engine 4"
config/version="1.0.0"
run/main_scene="res://scenes/main.tscn"
config/use_custom_user_dir=true
config/custom_user_dir_name="Duck_Hunt_Remastered"
config/features=PackedStringArray("4.2", "GL Compatibility")
boot_splash/image="res://assets/gfx/duck_hunt_remastered_splash_screen_2.png"
boot_splash/fullsize=false
boot_splash/use_filter=false
config/icon="res://assets/gfx/duck_hunt_remastered_icon.png"
config/macos_native_icon="res://assets/gfx/duck_hunt_remastered_icon.icns"
config/windows_native_icon="res://assets/gfx/duck_hunt_remastered_icon.ico"
boot_splash/minimum_display_time=2000
[autoload]
CursorManager="*res://scenes/cursor_manager.tscn"
SilentWolf="*res://addons/silent_wolf/SilentWolf.gd"
[display]
window/size/viewport_width=256
window/size/viewport_height=240
window/size/window_width_override=2048
window/size/window_height_override=1920
window/stretch/mode="canvas_items"
[editor]
movie_writer/mjpeg_quality=0.9
movie_writer/movie_file="./game_video_footage/duck_hunt_remastered_demo.avi"
[filesystem]
import/blender/enabled=false
import/fbx/enabled=false
[gui]
theme/custom_font="res://assets/fonts/PixelOperator8-Bold.ttf"
theme/default_font_antialiasing=0
[input]
left_click={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(411, 34),"global_position":Vector2(421, 140),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
textures/vram_compression/import_etc2_astc=true