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authormikatomik <mikec_2007@hotmail.com>2022-07-19 07:24:13 -0400
committermikatomik <mikec_2007@hotmail.com>2022-08-27 08:09:41 -0400
commitff5e9214e671af7a7c7c238207e5d6086eba2936 (patch)
treeedd30e28055535583ebb07825b1c8b34e203f161 /project.godot
parent44e739bb05542d1249ccf8388bd15b3f0b052e0c (diff)
downloadproject-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.godot11
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"