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author | mikatomik <mikec_2007@hotmail.com> | 2022-07-19 07:24:13 -0400 |
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committer | mikatomik <mikec_2007@hotmail.com> | 2022-08-27 08:09:41 -0400 |
commit | ff5e9214e671af7a7c7c238207e5d6086eba2936 (patch) | |
tree | edd30e28055535583ebb07825b1c8b34e203f161 /project.godot | |
parent | 44e739bb05542d1249ccf8388bd15b3f0b052e0c (diff) | |
download | project-s-ff5e9214e671af7a7c7c238207e5d6086eba2936.tar.gz project-s-ff5e9214e671af7a7c7c238207e5d6086eba2936.zip |
Add generic testing map
Initial version of shipyard map implemented for testing.
Base_char mesh and goo-gun meshes property "use in baked light"
set to true during experiment with GI probes for global illumination.
Label added to view model to display in-game FPS.
Main camera "far" property turned up to 500 so the whole
map can be drawn.
General purpose liquid shader added for use as water
in shipyard_map.
World default environment updated for visual quality.
Shader_Compiler.gd implemented to combat stuttering when
compiling shaders on the fly. This may be obsolete with
the release of Godot 3.5 that introduced async compilation.
Signed-off-by: mikatomik <mikec_2007@hotmail.com>
Diffstat (limited to 'project.godot')
-rw-r--r-- | project.godot | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/project.godot b/project.godot index 68207b1..a7932ec 100644 --- a/project.godot +++ b/project.godot @@ -12,7 +12,7 @@ config_version=4 config/name="project-s" config/description="PC-First Splatoon gameplay, Public Domain" -run/main_scene="res://assets/maps/misc/dev_plane/DevPlane.tscn" +run/main_scene="res://assets/maps/misc/test_map/shipping_yard_map.tscn" config/icon="res://icon.png" [display] @@ -20,6 +20,9 @@ config/icon="res://icon.png" window/size/width=1920 window/size/height=1080 window/size/resizable=false +window/size/fullscreen=true +window/size/test_width=640 +window/size/test_height=360 [input] @@ -142,4 +145,10 @@ common/enable_pause_aware_picking=true [rendering] +quality/filters/sharpen_intensity=0.25 +quality/shadows/filter_mode=2 +quality/filters/anisotropic_filter_level=8 +gles3/shaders/shader_compilation_mode=2 +quality/filters/msaa=3 +quality/filters/use_fxaa=true environment/default_environment="res://default_env.tres" |