mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Swapped the water's disableTrueReflections variable to be enableTrueReflections for simplicity and consistency(also fixed a persistent typo) Swapped disableVerticalSync to be enableVerticalSync for simplicity and consistency Swapped disableParallaxMapping to be enableParallaxMapping for simplicity and consistency Fix click detection on slider mode entries for guiGameSettingsCtrl so the click position correctly matches the percentage Fixed problem where postFX initialization would always exec default.postfxpreset.tscript, even if a level's got it's own preset, which can cause problems Fixed range field type behavior so that editing the values applies in real time, and also consistently applies between slider and text field
210 lines
6.6 KiB
Plaintext
210 lines
6.6 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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$pref::Video::screenShotFormat = "PNG";
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/// This disables the hardware FSAA/MSAA so that
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/// we depend completely on the FXAA post effect
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/// which works on all cards and in deferred mode.
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///
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/// Note the new Intel Hybrid graphics on laptops
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/// will fail to initialize when hardware AA is
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/// enabled... so you've been warned.
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///
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$pref::Video::disableHardwareAA = true;
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$pref::Video::disableNormalmapping = false;
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$pref::Video::disablePixSpecular = false;
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$pref::Video::disableCubemapping = false;
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///
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$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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/// The sound device to select from the provider. Each
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/// provider may have several different devices.
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$pref::SFX::device = "OpenAL Soft";
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/// If true the device will try to use hardware buffers
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/// and sound mixing. If not it will use software.
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$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; |