Torque3D/Templates/BaseGame/game/data/defaults.tscript
JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
2022-04-03 20:00:30 -05:00

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$pref::Player::Name = "Visitor";
$pref::Player::defaultFov = 75;
$pref::Player::zoomSpeed = 0;
$pref::Net::LagThreshold = 400;
$pref::Net::Port = 28000;
$pref::Master[0] = "2:master.torque3d.org:5664";
$pref::HudMessageLogSize = 40;
$pref::ChatHudLength = 1;
$pref::Input::LinkMouseSensitivity = 1;
// DInput keyboard, mouse, and joystick prefs
$pref::Input::KeyboardEnabled = 1;
$pref::Input::MouseEnabled = 1;
$pref::Input::JoystickEnabled = 0;
$pref::Input::KeyboardTurnSpeed = 0.1;
$pref::Input::invertVerticalMouse = false;
$pref::Input::VertMouseSensitivity = 1;
$pref::Input::HorzMouseSensitivity = 1;
$pref::Input::RollMouseSensitivity = 1;
$pref::Input::ZoomVertMouseSensitivity = 0.3;
$pref::Input::ZoomHorzMouseSensitivity = 0.3;
$sceneLighting::cacheSize = 20000;
$sceneLighting::purgeMethod = "lastCreated";
$sceneLighting::cacheLighting = 1;
$pref::Video::displayDevice = ($platform $= "windows") ? "D3D11" : "OpenGL";
$pref::Video::disableVerticalSync = 1;
$pref::Video::defaultFenceCount = 0;
$pref::Video::screenShotSession = 0;
$pref::Video::screenShotFormat = "PNG";
/// This disables the hardware FSAA/MSAA so that
/// we depend completely on the FXAA post effect
/// which works on all cards and in deferred mode.
///
/// Note the new Intel Hybrid graphics on laptops
/// will fail to initialize when hardware AA is
/// enabled... so you've been warned.
///
$pref::Video::disableHardwareAA = true;
$pref::Video::disableNormalmapping = false;
$pref::Video::disablePixSpecular = false;
$pref::Video::disableCubemapping = false;
///
$pref::Video::disableParallaxMapping = false;
$pref::Video::Gamma = 2.2;
$pref::Video::Contrast = 1.0;
$pref::Video::Brightness = 0;
/// The perfered light manager to use at startup. If blank
/// or if the selected one doesn't work on this platfom it
/// will try the defaults below.
$pref::lightManager = "";
/// This is the default list of light managers ordered from
/// most to least desirable for initialization.
$lightManager::defaults = "Advanced Lighting";
/// A scale to apply to the camera view distance
/// typically used for tuning performance.
$pref::camera::distanceScale = 1.0;
/// Causes the system to do a one time autodetect
/// of an SFX provider and device at startup if the
/// provider is unset.
$pref::SFX::autoDetect = true;
/// The sound provider to select at startup. Typically
/// this is DirectSound, OpenAL, or XACT. There is also
/// a special Null provider which acts normally, but
/// plays no sound.
$pref::SFX::provider = "OpenAL";
/// The sound device to select from the provider. Each
/// provider may have several different devices.
$pref::SFX::device = "OpenAL Soft";
/// If true the device will try to use hardware buffers
/// and sound mixing. If not it will use software.
$pref::SFX::useHardware = false;
/// If you have a software device you have a
/// choice of how many software buffers to
/// allow at any one time. More buffers cost
/// more CPU time to process and mix.
$pref::SFX::maxSoftwareBuffers = 16;
/// This is the playback frequency for the primary
/// sound buffer used for mixing. Although most
/// providers will reformat on the fly, for best
/// quality and performance match your sound files
/// to this setting.
$pref::SFX::frequency = 44100;
/// This is the playback bitrate for the primary
/// sound buffer used for mixing. Although most
/// providers will reformat on the fly, for best
/// quality and performance match your sound files
/// to this setting.
$pref::SFX::bitrate = 32;
/// The overall system volume at startup. Note that
/// you can only scale volume down, volume does not
/// get louder than 1.
$pref::SFX::masterVolume = 0.8;
/// The startup sound channel volumes. These are
/// used to control the overall volume of different
/// classes of sounds.
$pref::SFX::channelVolume1 = 1;
$pref::SFX::channelVolume2 = 1;
$pref::SFX::channelVolume3 = 1;
$pref::SFX::channelVolume4 = 1;
$pref::SFX::channelVolume5 = 1;
$pref::SFX::channelVolume6 = 1;
$pref::SFX::channelVolume7 = 1;
$pref::SFX::channelVolume8 = 1;
$pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";
/// This is an scalar which can be used to reduce the
/// reflection textures on all objects to save fillrate.
$pref::Reflect::refractTexScale = 1.0;
/// This is the total frame in milliseconds to budget for
/// reflection rendering. If your CPU bound and have alot
/// of smaller reflection surfaces try reducing this time.
$pref::Reflect::frameLimitMS = 10;
/// Set true to force all water objects to use static cubemap reflections.
$pref::Water::disableTrueReflections = false;
// A global LOD scalar which can reduce the overall density of placed GroundCover.
$pref::GroundCover::densityScale = 1.0;
/// An overall scaler on the lod switching between DTS models.
/// Smaller numbers makes the lod switch sooner.
$pref::TS::detailAdjust = 1.0;
///
$pref::Decals::enabled = true;
///
$pref::Decals::lifeTimeScale = "1";
/// The number of mipmap levels to drop on loaded textures
/// to reduce video memory usage.
///
/// It will skip any textures that have been defined as not
/// allowing down scaling.
///
$pref::Video::textureReductionLevel = 0;
///
$pref::Shadows::textureScalar = 1.0;
///
$pref::Shadows::disable = false;
/// Sets the shadow filtering mode.
///
/// None - Disables filtering.
///
/// SoftShadow - Does a simple soft shadow
///
/// SoftShadowHighQuality
///
$pref::Shadows::filterMode = "SoftShadow";
///
$pref::Video::defaultAnisotropy = 1;
/// Radius in meters around the camera that ForestItems are affected by wind.
/// Note that a very large number with a large number of items is not cheap.
$pref::windEffectRadius = 25;
/// AutoDetect graphics quality levels the next startup.
$pref::Video::autoDetect = 1;
$PostFXManager::Settings::EnableDOF = "0";
$PostFXManager::Settings::DOF::BlurCurveFar = "";
$PostFXManager::Settings::DOF::BlurCurveNear = "";
$PostFXManager::Settings::DOF::BlurMax = "";
$PostFXManager::Settings::DOF::BlurMin = "";
$PostFXManager::Settings::DOF::EnableAutoFocus = "";
$PostFXManager::Settings::DOF::EnableDOF = "";
$PostFXManager::Settings::DOF::FocusRangeMax = "";
$PostFXManager::Settings::DOF::FocusRangeMin = "";
$PostFXManager::Settings::EnableLightRays = "0";
$PostFXManager::Settings::LightRays::brightScalar = "0.75";
$PostFXManager::Settings::LightRays::decay = "1.0";
$PostFXManager::Settings::LightRays::density = "0.94";
$PostFXManager::Settings::LightRays::numSamples = "40";
$PostFXManager::Settings::LightRays::weight = "5.65";
$PostFXManager::Settings::EnableDOF = 1;
$pref::PostFX::EnableVignette = 1;
$pref::PostFX::EnableLightRays = 1;
$pref::PostFX::EnableHDR = 1;
$pref::PostFX::EnableSSAO = 1;