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project.godot
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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ {
"base": "Reference",
"class": "WAT",
"language": "GDScript",
"path": "res://addons/WAT/namespace.gd"
}, {
"base": "Node",
"class": "WATTest",
"language": "GDScript",
"path": "res://addons/WAT/test/test.gd"
} ]
_global_script_class_icons={
"WAT": "",
"WATTest": ""
}
[FracturalCommons]
Main/GenerateVersionPreprocessorDefines=false
"C# Resource Registry/ClassPrefix"=""
"C# Resource Registry/SearchType"=0
"C# Resource Registry/ResourceScriptDirectories"=[ "res://" ]
/GenerateCSharpScriptsTable=false
/GenerateVersionPreprocessorDefines=false
Main/GenerateCSharpScriptsTable=false
[WAT]
Test_Directory="res://tests"
Results_Directory="res://tests"
Test_Metadata_Directory="res://tests"
Tags=PoolStringArray( )
Window_Size=Vector2( 1280, 720 )
Minimize_Window_When_Running_Tests=false
Port=6008
Display=8
Cache_Tests=true
[application]
config/name="FracturalCommons"
boot_splash/image="res://bootsplash.png"
boot_splash/bg_color=Color( 0, 0, 0, 1 )
config/icon="res://icon.png"
[editor_plugins]
enabled=PoolStringArray( "res://addons/FracturalCommons/plugin.cfg", "res://addons/TestPlugin/plugin.cfg", "res://addons/WAT/plugin.cfg", "res://addons/editor_icon_previewer/plugin.cfg" )
[mono]
project/assembly_name="FracturalCommons"
[physics]
common/enable_pause_aware_picking=true
[rendering]
environment/default_environment="res://default_env.tres"