project.godot 1.8 KB

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  1. ; Engine configuration file.
  2. ; It's best edited using the editor UI and not directly,
  3. ; since the parameters that go here are not all obvious.
  4. ;
  5. ; Format:
  6. ; [section] ; section goes between []
  7. ; param=value ; assign values to parameters
  8. config_version=5
  9. [application]
  10. config/name="3D SubViewport Scaling"
  11. config/description="This demo shows how to scale the 3D viewport rendering without affecting 2D
  12. elements such as the HUD. It also demonstrates how to toggle filtering on a
  13. viewport. This technique can be useful in 2D games as well. For instance, it can
  14. be used to have a \"pixel art\" viewport for the main game area and a
  15. non-pixel-art viewport for HUD elements."
  16. config/tags=PackedStringArray("3d", "demo", "official", "rendering")
  17. run/main_scene="res://hud.tscn"
  18. config/features=PackedStringArray("4.2")
  19. config/icon="res://icon.webp"
  20. [debug]
  21. gdscript/warnings/untyped_declaration=1
  22. [display]
  23. window/stretch/mode="canvas_items"
  24. window/stretch/aspect="expand"
  25. [input]
  26. cycle_viewport_resolution={
  27. "deadzone": 0.2,
  28. "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
  29. ]
  30. }
  31. toggle_filtering={
  32. "deadzone": 0.2,
  33. "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194309,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
  34. ]
  35. }
  36. [rendering]
  37. lights_and_shadows/positional_shadow/soft_shadow_filter_quality=3
  38. textures/default_filters/anisotropic_filtering_level=4