; 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=5 [animation] compatibility/default_parent_skeleton_in_mesh_instance_3d=true [application] config/name="Cosmic Clash" config/description="A fast-paced, physics-based sports game set in space. From Raymond Studios." config/version="0.0.1" run/main_scene="uid://bcq14356s3e2i" config/features=PackedStringArray("4.7", "Forward Plus") config/icon="res://icon.svg" run/main_scene.training="res://scenes/training.tscn" # Dedicated exports select the server boot scene before the interactive menu # is loaded. This is the same project-setting feature override used above by # the training export. run/main_scene.dedicated_server="res://scenes/server_boot.tscn" [autoload] GameSettings="*res://scripts/game_settings.gd" VideoSettings="*res://scripts/video_settings.gd" BackgroundFPS="*res://scripts/background_fps.gd" PerfOverlay="*res://scripts/perf_overlay.gd" NetSim="*res://scripts/net_sim.gd" NetworkManager="*res://scripts/network_manager.gd" MatchNet="*res://scripts/match_net.gd" MatchSim="*res://scripts/match_sim.gd" NetDebugOverlay="*res://scripts/net_debug_overlay.gd" [display] window/size/viewport_width=1920 window/size/viewport_height=1080 window/size/mode=2 ; Task 0.17c: kept fixed at "viewport" + 1080p rather than moved to ; "disabled", deliberately. A player on a 1440p/4K display cannot render ; native this way, and a 1080p player cannot render lower than 1080p through ; window scaling alone — but task 0.17b's Viewport.scaling_3d_scale already ; covers "render lower than the window" independently of stretch mode (it ; scales the 3D viewport's own internal resolution before this blit, not the ; window itself), and task 0.15b found an unexplained ~6% non-uniform width ; scaling on this project's one tested (Mac/Retina) machine — see ; multiplayer-todo.md §5.5.1 — that needs understanding before stretch mode ; is touched, not blindly carried into a resolution-dependent change. window/stretch/mode="viewport" window/stretch/aspect="expand" ; Task 0.17: default matches VideoSettings.gd's VsyncMode.ADAPTIVE default — ; VideoSettings.apply_vsync() overwrites this at runtime via DisplayServer as ; soon as the autoload initializes, so this is only what's in effect for the ; brief pre-autoload window and if VideoSettings ever fails to load. 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