mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
* Adds a few input names to the bitmap button lookup for the BaseUI logic * Properly defaults the current menu index for the GameMenu gui * Ensures that all editing actions for forest editor flag the editor/map as dirty for saving * Ensures editor messageBoxes are properly focused on popping up * Returns the newly created camera bookmark objects from their create functions
212 lines
6.5 KiB
Plaintext
212 lines
6.5 KiB
Plaintext
$pref::Player::Name = "Visitor";
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$pref::Player::defaultFov = 75;
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$pref::Player::zoomSpeed = 0;
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$pref::Net::LagThreshold = 400;
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$pref::Net::Port = 28000;
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$pref::Master[0] = "2:master.torque3d.org:5664";
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$pref::HudMessageLogSize = 40;
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$pref::ChatHudLength = 1;
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$pref::Input::LinkMouseSensitivity = 1;
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// DInput keyboard, mouse, and joystick prefs
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$pref::Input::KeyboardEnabled = 1;
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$pref::Input::MouseEnabled = 1;
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$pref::Input::JoystickEnabled = 0;
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$pref::Input::KeyboardTurnSpeed = 0.1;
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$pref::Input::invertVerticalMouse = false;
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$pref::Input::VertMouseSensitivity = 1;
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$pref::Input::HorzMouseSensitivity = 1;
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$pref::Input::RollMouseSensitivity = 1;
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$pref::Input::ZoomVertMouseSensitivity = 0.3;
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$pref::Input::ZoomHorzMouseSensitivity = 0.3;
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$sceneLighting::cacheSize = 20000;
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$sceneLighting::purgeMethod = "lastCreated";
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$sceneLighting::cacheLighting = 1;
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$pref::Video::displayDevice = ($platform $= "windows") ? "D3D11" : "OpenGL";
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$pref::Video::enableVerticalSync = 0;
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$pref::Video::defaultFenceCount = 0;
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$pref::Video::screenShotSession = 0;
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$pref::Video::screenShotFormat = "PNG";
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/// This disables the hardware FSAA/MSAA so that
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/// we depend completely on the AA post effects
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/// which works on all cards and in deferred mode.
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///
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/// Note the new Intel Hybrid graphics on laptops
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/// will fail to initialize when hardware AA is
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/// enabled... so you've been warned.
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///
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$pref::Video::disableHardwareAA = true;
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$pref::video::AAMode = "None";
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$pref::Video::disableNormalmapping = false;
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$pref::Video::disablePixSpecular = false;
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$pref::Video::disableCubemapping = false;
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$pref::PostFX::EnableHDRBloom = true;
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///
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$pref::Video::enableParallaxMapping = true;
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$pref::Video::Gamma = 2.2;
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$pref::Video::Contrast = 1.0;
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$pref::Video::Brightness = 0;
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/// The perfered light manager to use at startup. If blank
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/// or if the selected one doesn't work on this platfom it
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/// will try the defaults below.
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$pref::lightManager = "";
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/// This is the default list of light managers ordered from
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/// most to least desirable for initialization.
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$lightManager::defaults = "Advanced Lighting";
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/// A scale to apply to the camera view distance
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/// typically used for tuning performance.
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$pref::camera::distanceScale = 1.0;
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/// Causes the system to do a one time autodetect
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/// of an SFX provider and device at startup if the
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/// provider is unset.
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$pref::SFX::autoDetect = true;
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/// The sound provider to select at startup. Typically
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/// this is DirectSound, OpenAL, or XACT. There is also
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/// a special Null provider which acts normally, but
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/// plays no sound.
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$pref::SFX::provider = "OpenAL";
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/// If true the device will try to use hardware buffers
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/// and sound mixing. If not it will use software.
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$pref::SFX::useHardware = false;
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/// If you have a software device you have a
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/// choice of how many software buffers to
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/// allow at any one time. More buffers cost
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/// more CPU time to process and mix.
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$pref::SFX::maxSoftwareBuffers = 16;
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/// This is the playback frequency for the primary
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/// sound buffer used for mixing. Although most
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/// providers will reformat on the fly, for best
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/// quality and performance match your sound files
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/// to this setting.
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$pref::SFX::frequency = 44100;
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/// This is the playback bitrate for the primary
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/// sound buffer used for mixing. Although most
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/// providers will reformat on the fly, for best
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/// quality and performance match your sound files
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/// to this setting.
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$pref::SFX::bitrate = 32;
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/// The overall system volume at startup. Note that
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/// you can only scale volume down, volume does not
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/// get louder than 1.
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$pref::SFX::masterVolume = 0.8;
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/// The startup sound channel volumes. These are
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/// used to control the overall volume of different
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/// classes of sounds.
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$pref::SFX::channelVolume1 = 1;
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$pref::SFX::channelVolume2 = 1;
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$pref::SFX::channelVolume3 = 1;
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$pref::SFX::channelVolume4 = 1;
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$pref::SFX::channelVolume5 = 1;
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$pref::SFX::channelVolume6 = 1;
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$pref::SFX::channelVolume7 = 1;
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$pref::SFX::channelVolume8 = 1;
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$pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";
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/// This is an scalar which can be used to reduce the
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/// reflection textures on all objects to save fillrate.
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$pref::Reflect::refractTexScale = 1.0;
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/// This is the total frame in milliseconds to budget for
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/// reflection rendering. If your CPU bound and have alot
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/// of smaller reflection surfaces try reducing this time.
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$pref::Reflect::frameLimitMS = 10;
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/// Set true to force all water objects to use static cubemap reflections.
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$pref::Water::enableTrueReflections = true;
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// A global LOD scalar which can reduce the overall density of placed GroundCover.
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$pref::GroundCover::densityScale = 1.0;
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/// An overall scaler on the lod switching between DTS models.
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/// Smaller numbers makes the lod switch sooner.
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$pref::TS::detailAdjust = 1.0;
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///
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$pref::Decals::enabled = true;
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///
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$pref::Decals::lifeTimeScale = "1";
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/// The number of mipmap levels to drop on loaded textures
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/// to reduce video memory usage.
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///
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/// It will skip any textures that have been defined as not
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/// allowing down scaling.
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///
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$pref::Video::textureReductionLevel = 0;
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///
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$pref::Shadows::textureScalar = 1.0;
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///
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$pref::Shadows::disable = false;
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/// Sets the shadow filtering mode.
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///
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/// None - Disables filtering.
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///
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/// SoftShadow - Does a simple soft shadow
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///
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/// SoftShadowHighQuality
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///
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$pref::Shadows::filterMode = "SoftShadow";
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///
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$pref::Video::defaultAnisotropy = 1;
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/// Radius in meters around the camera that ForestItems are affected by wind.
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/// Note that a very large number with a large number of items is not cheap.
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$pref::windEffectRadius = 25;
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/// AutoDetect graphics quality levels the next startup.
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$pref::Video::autoDetect = 1;
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$PostFXManager::Settings::EnableDOF = "0";
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$PostFXManager::Settings::DOF::BlurCurveFar = "";
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$PostFXManager::Settings::DOF::BlurCurveNear = "";
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$PostFXManager::Settings::DOF::BlurMax = "";
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$PostFXManager::Settings::DOF::BlurMin = "";
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$PostFXManager::Settings::DOF::EnableAutoFocus = "";
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$PostFXManager::Settings::DOF::EnableDOF = "";
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$PostFXManager::Settings::DOF::FocusRangeMax = "";
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$PostFXManager::Settings::DOF::FocusRangeMin = "";
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$PostFXManager::Settings::EnableLightRays = "0";
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$PostFXManager::Settings::LightRays::brightScalar = "0.75";
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$PostFXManager::Settings::LightRays::decay = "1.0";
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$PostFXManager::Settings::LightRays::density = "0.94";
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$PostFXManager::Settings::LightRays::numSamples = "40";
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$PostFXManager::Settings::LightRays::weight = "5.65";
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$PostFXManager::Settings::EnableDOF = 1;
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$pref::PostFX::EnableVignette = 1;
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$pref::PostFX::EnableLightRays = 1;
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$pref::PostFX::EnableHDR = 1;
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$pref::PostFX::EnableSSAO = 1;
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$pref::PostFX::EnableHDRBloom = 1; |