Removed files causing issues with git

This commit is contained in:
Paul Brown 2025-08-30 17:00:17 +01:00
parent 098638f57c
commit e9316f235b
595 changed files with 0 additions and 9708 deletions

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{
:code {
:find {
:term ""
}
}
:search-in-files {
:term "{"
}
:workflow {
:recent-files [
[
"/main/entername.gui"
:scene
]
[
"/main/entername.gui_script"
:code
]
[
"/main/score.gui_script"
:code
]
[
"/main/scoreboard.gui_script"
:code
]
[
"/main/level2.collection"
:scene
]
[
"/main/settings.gui"
:scene
]
[
"/main/settings.collection"
:scene
]
[
"/main/startscreen.gui_script"
:code
]
[
"/main/button.gui_script"
:code
]
[
"/main/level2.script"
:code
]
[
"/main/level3.script"
:code
]
[
"/main/entername.script"
:code
]
[
"/main/level1prescreen.collection"
:scene
]
[
"/main/level1prescreen.script"
:code
]
[
"/main/level3prescreen.script"
:code
]
[
"/main/level2prescreen.script"
:code
]
[
"/main/startscreen.script"
:code
]
[
"/main/level2prescreen.collection"
:scene
]
[
"/main/level2prescreen_copy.collection"
:scene
]
[
"/main/level1.collection"
:scene
]
[
"/main/settings.gui_script"
:code
]
[
"/main/main.collection"
:scene
]
[
"/main/main.script"
:code
]
[
"/main/player.script"
:code
]
[
"/main/amulet.script"
:code
]
[
"/main/level1.script"
:code
]
[
"/main/holdingamulet.script"
:code
]
[
"/main/curses.collection"
:scene
]
[
"/main/curse.script"
:code
]
[
"/main/graphics.atlas"
:scene
]
[
"/main/mummy.script"
:code
]
[
"/main/level3.collection"
:scene
]
]
}
}

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/main/amulet.collectionc

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/main/level1.collectionc

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/main/gameover.collectionc

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/main/instructions.collectionc

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/main/level3.collectionc

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/main/curses.collectionc

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/main/startscreen.collectionc

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/main/settings.collectionc

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è ã #version 140
#ifndef GL_ES
#define lowp
#define mediump
#define highp
#endif
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
in lowp vec2 var_texcoord0;
in lowp vec4 var_face_color;
in lowp vec4 var_outline_color;
in lowp vec4 var_shadow_color;
in lowp vec4 var_sdf_params;
in lowp vec4 var_layer_mask;
uniform mediump sampler2D texture_sampler;
void main()
{
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
mediump float distance = df_sample.x;
mediump float distance_shadow = df_sample.z;
lowp float sdf_edge = var_sdf_params.x;
lowp float sdf_outline = var_sdf_params.y;
lowp float sdf_smoothing = var_sdf_params.z;
lowp float sdf_shadow = var_sdf_params.w;
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
lowp float sdf_is_single_layer = var_layer_mask.a;
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
}
è ã #version 330
#ifndef GL_ES
#define lowp
#define mediump
#define highp
#endif
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
in lowp vec2 var_texcoord0;
in lowp vec4 var_face_color;
in lowp vec4 var_outline_color;
in lowp vec4 var_shadow_color;
in lowp vec4 var_sdf_params;
in lowp vec4 var_layer_mask;
uniform mediump sampler2D texture_sampler;
void main()
{
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
mediump float distance = df_sample.x;
mediump float distance_shadow = df_sample.z;
lowp float sdf_edge = var_sdf_params.x;
lowp float sdf_outline = var_sdf_params.y;
lowp float sdf_smoothing = var_sdf_params.z;
lowp float sdf_shadow = var_sdf_params.w;
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
lowp float sdf_is_single_layer = var_layer_mask.a;
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
}
½ ¸ #version 300 es
precision mediump float;
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
in lowp vec2 var_texcoord0;
in lowp vec4 var_face_color;
in lowp vec4 var_outline_color;
in lowp vec4 var_shadow_color;
in lowp vec4 var_sdf_params;
in lowp vec4 var_layer_mask;
uniform mediump sampler2D texture_sampler;
void main()
{
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
mediump float distance = df_sample.x;
mediump float distance_shadow = df_sample.z;
lowp float sdf_edge = var_sdf_params.x;
lowp float sdf_outline = var_sdf_params.y;
lowp float sdf_smoothing = var_sdf_params.z;
lowp float sdf_shadow = var_sdf_params.w;
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
lowp float sdf_is_single_layer = var_layer_mask.a;
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
}
„ precision mediump float;
varying lowp vec2 var_texcoord0;
varying lowp vec4 var_face_color;
varying lowp vec4 var_outline_color;
varying lowp vec4 var_shadow_color;
varying lowp vec4 var_sdf_params;
varying lowp vec4 var_layer_mask;
uniform mediump sampler2D texture_sampler;
void main()
{
mediump vec4 df_sample = texture2D(texture_sampler, var_texcoord0);
mediump float distance = df_sample.x;
mediump float distance_shadow = df_sample.z;
lowp float sdf_edge = var_sdf_params.x;
lowp float sdf_outline = var_sdf_params.y;
lowp float sdf_smoothing = var_sdf_params.z;
lowp float sdf_shadow = var_sdf_params.w;
// If there is no blur, the shadow should behave in the same way as the outline.
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
// If this is a single layer font, we must make sure to not mix alpha between layers.
lowp float sdf_is_single_layer = var_layer_mask.a;
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
gl_FragColor = face_alpha * var_face_color * var_layer_mask.x +
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
}
¡ œ #version 430
out vec4 _DMENGINE_GENERATED_gl_FragColor_0;
in lowp vec2 var_texcoord0;
in lowp vec4 var_face_color;
in lowp vec4 var_outline_color;
in lowp vec4 var_shadow_color;
in lowp vec4 var_sdf_params;
in lowp vec4 var_layer_mask;
uniform mediump sampler2D texture_sampler;
void main()
{
mediump vec4 df_sample = texture(texture_sampler, var_texcoord0);
mediump float distance = df_sample.x;
mediump float distance_shadow = df_sample.z;
lowp float sdf_edge = var_sdf_params.x;
lowp float sdf_outline = var_sdf_params.y;
lowp float sdf_smoothing = var_sdf_params.z;
lowp float sdf_shadow = var_sdf_params.w;
lowp float sdf_shadow_as_outline = floor(sdf_shadow);
lowp float sdf_is_single_layer = var_layer_mask.a;
lowp float face_alpha = smoothstep(sdf_edge - sdf_smoothing, sdf_edge + sdf_smoothing, distance);
lowp float outline_alpha = smoothstep(sdf_outline - sdf_smoothing, sdf_outline + sdf_smoothing, distance);
lowp float shadow_alpha = smoothstep(sdf_shadow - sdf_smoothing, sdf_edge + sdf_smoothing, distance_shadow);
shadow_alpha = mix(shadow_alpha,outline_alpha,sdf_shadow_as_outline);
_DMENGINE_GENERATED_gl_FragColor_0 = face_alpha * var_face_color * var_layer_mask.x +
outline_alpha * var_outline_color * var_layer_mask.y * (1.0 - face_alpha * sdf_is_single_layer) +
shadow_alpha * var_shadow_color * var_layer_mask.z * (1.0 - min(1.0,outline_alpha + face_alpha) * sdf_is_single_layer);
}
<12># | GLSL.std.450 main 3VX_mŒmain texture_samplervar_texcoord0 var_sdf_params3var_layer_mask V_DMENGINE_GENERATED_gl_FragColor_0Xvar_face_color_var_outline_colormvar_shadow_colorG G !G "GGGGGGGG G G#G'G*G.G1G3G3G5G9G<G>GBGEGGGKGPGTGVGXGXGYGZG\G]G_G_G`GaGcGdGhGiGjGkGmGmGnGoGqGrGuGvGxGyGzG{! 

 ;  ; ++ ;  !+%+,;3 U;UV;X;_+e€?;m6ø=  =WQQA!" =#"A!& %='&A!) =*)A!- ,=.- 1.A!43,=54ƒ9#*<00><#* >19<ƒB'*<00>E'* G1BEƒK.* P1K< T.PG1=YXŽZY>A![3=\[Ž]Z\=`_Ža`GA!b3%=cbŽdach>5ƒiehŽjdi<00>k]j=nmŽonTA!p3=qpŽroq<00>uG> v%euxv5ƒyexŽzry<00>{kz>V{ý8ÈB
texture_sampleržëž¦Åà·í
 *texture_sampler0žëž¦Åà·í8@">
var_texcoord0ñÑñ¢ÖÀ˜ã * var_texcoord00ñÑñ¢ÖÀ˜ã8@"B
var_face_color໫𺙫õ‚ X*var_face_color0໫𺙫õ8@"F
var_outline_colorÒÿϲØå¨X _*var_outline_color0ÒÿϲØå¨X8@"D
var_shadow_colorÖÞãþáýº°F m*var_shadow_color0ÖÞãþáýº°F8@"B
var_sdf_paramsÊçýñž¯¢Æá *var_sdf_params0Êçýñž¯¢Æá8@"B
var_layer_maskúÚ¤¸Ê¼ÚàÊ 3*var_layer_mask0úÚ¤¸Ê¼ÚàÊ8@*h
"_DMENGINE_GENERATED_gl_FragColor_0°­ùøþòï<C3B2>r V*"_DMENGINE_GENERATED_gl_FragColor_00°­ùøþòï<C3B2>r8@

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/main/level2.collectionc

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/main/entername.collectionc

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/main/scoreboard.collectionc

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fontgui/_generated_6259b259.vpc"/_generated_a9bb258.fpc2
view_proj

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guigui/_generated_ab7f773c.vpc"/_generated_76a8d57.fpc2
view_proj

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Landscape
Ð

PortraitÐ

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ŠP
ßO-- Copyright 2020-2024 The Defold Foundation
-- Copyright 2014-2020 King
-- Copyright 2009-2014 Ragnar Svensson, Christian Murray
-- Licensed under the Defold License version 1.0 (the "License"); you may not use
-- this file except in compliance with the License.
--
-- You may obtain a copy of the License, together with FAQs at
-- https://www.defold.com/license
--
-- Unless required by applicable law or agreed to in writing, software distributed
-- under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
-- CONDITIONS OF ANY KIND, either express or implied. See the License for the
-- specific language governing permissions and limitations under the License.
--
-- message constants
--
local MSG_CLEAR_COLOR = hash("clear_color")
local MSG_WINDOW_RESIZED = hash("window_resized")
local MSG_SET_VIEW_PROJ = hash("set_view_projection")
local MSG_SET_CAMERA_PROJ = hash("use_camera_projection")
local MSG_USE_STRETCH_PROJ = hash("use_stretch_projection")
local MSG_USE_FIXED_PROJ = hash("use_fixed_projection")
local MSG_USE_FIXED_FIT_PROJ = hash("use_fixed_fit_projection")
local DEFAULT_NEAR = -1
local DEFAULT_FAR = 1
local DEFAULT_ZOOM = 1
--
-- projection that centers content with maintained aspect ratio and optional zoom
--
local function get_fixed_projection(camera, state)
camera.zoom = camera.zoom or DEFAULT_ZOOM
local projected_width = state.window_width / camera.zoom
local projected_height = state.window_height / camera.zoom
local left = -(projected_width - state.width) / 2
local bottom = -(projected_height - state.height) / 2
local right = left + projected_width
local top = bottom + projected_height
return vmath.matrix4_orthographic(left, right, bottom, top, camera.near, camera.far)
end
--
-- projection that centers and fits content with maintained aspect ratio
--
local function get_fixed_fit_projection(camera, state)
camera.zoom = math.min(state.window_width / state.width, state.window_height / state.height)
return get_fixed_projection(camera, state)
end
--
-- projection that stretches content
--
local function get_stretch_projection(camera, state)
return vmath.matrix4_orthographic(0, state.width, 0, state.height, camera.near, camera.far)
end
--
-- projection for gui
--
local function get_gui_projection(camera, state)
return vmath.matrix4_orthographic(0, state.window_width, 0, state.window_height, camera.near, camera.far)
end
local function update_clear_color(state, color)
if color then
state.clear_buffers[graphics.BUFFER_TYPE_COLOR0_BIT] = color
end
end
local function update_camera(camera, state)
if camera.projection_fn then
camera.proj = camera.projection_fn(camera, state)
camera.options.frustum = camera.proj * camera.view
end
end
local function update_state(state)
state.window_width = render.get_window_width()
state.window_height = render.get_window_height()
state.valid = state.window_width > 0 and state.window_height > 0
if not state.valid then
return false
end
-- Make sure state updated only once when resize window
if state.window_width == state.prev_window_width and state.window_height == state.prev_window_height then
return true
end
state.prev_window_width = state.window_width
state.prev_window_height = state.window_height
state.width = render.get_width()
state.height = render.get_height()
for _, camera in pairs(state.cameras) do
update_camera(camera, state)
end
return true
end
local function init_camera(camera, projection_fn, near, far, zoom)
camera.view = vmath.matrix4()
camera.near = near == nil and DEFAULT_NEAR or near
camera.far = far == nil and DEFAULT_FAR or far
camera.zoom = zoom == nil and DEFAULT_ZOOM or zoom
camera.projection_fn = projection_fn
end
local function create_predicates(...)
local arg = {...}
local predicates = {}
for _, predicate_name in pairs(arg) do
predicates[predicate_name] = render.predicate({predicate_name})
end
return predicates
end
local function create_camera(state, name, is_main_camera)
local camera = {}
camera.options = {}
state.cameras[name] = camera
if is_main_camera then
state.main_camera = camera
end
return camera
end
local function create_state()
local state = {}
local color = vmath.vector4(0, 0, 0, 0)
color.x = sys.get_config_number("render.clear_color_red", 0)
color.y = sys.get_config_number("render.clear_color_green", 0)
color.z = sys.get_config_number("render.clear_color_blue", 0)
color.w = sys.get_config_number("render.clear_color_alpha", 0)
state.clear_buffers = {
[graphics.BUFFER_TYPE_COLOR0_BIT] = color,
[graphics.BUFFER_TYPE_DEPTH_BIT] = 1,
[graphics.BUFFER_TYPE_STENCIL_BIT] = 0
}
state.cameras = {}
return state
end
local function set_camera_world(state)
local camera_components = camera.get_cameras()
-- This will set the last enabled camera from the stack of camera components
if #camera_components > 0 then
for i = #camera_components, 1, -1 do
if camera.get_enabled(camera_components[i]) then
local camera_component = state.cameras.camera_component
camera_component.camera = camera_components[i]
render.set_camera(camera_component.camera, { use_frustum = true })
-- The frustum will be overridden by the render.set_camera call,
-- so we don't need to return anything here other than an empty table.
return camera_component.options
end
end
end
-- If no active camera was found, we use the default main "camera world" camera
local camera_world = state.cameras.camera_world
render.set_view(camera_world.view)
render.set_projection(camera_world.proj)
return camera_world.options
end
local function reset_camera_world(state)
-- unbind the camera if a camera component is used
if state.cameras.camera_component.camera then
state.cameras.camera_component.camera = nil
render.set_camera()
end
end
function init(self)
self.predicates = create_predicates("tile", "gui", "particle", "model", "debug_text")
-- default is stretch projection. copy from builtins and change for different projection
-- or send a message to the render script to change projection:
-- msg.post("@render:", "use_stretch_projection", { near = -1, far = 1 })
-- msg.post("@render:", "use_fixed_projection", { near = -1, far = 1, zoom = 2 })
-- msg.post("@render:", "use_fixed_fit_projection", { near = -1, far = 1 })
local state = create_state()
self.state = state
local camera_world = create_camera(state, "camera_world", true)
init_camera(camera_world, get_stretch_projection)
local camera_gui = create_camera(state, "camera_gui")
init_camera(camera_gui, get_gui_projection)
-- Create a special camera that wraps camera components (if they exist)
-- It will take precedence over any other camera, and not change from messages
local camera_component = create_camera(state, "camera_component")
update_state(state)
end
function update(self)
local state = self.state
if not state.valid then
if not update_state(state) then
return
end
end
local predicates = self.predicates
-- clear screen buffers
--
-- turn on depth_mask before `render.clear()` to clear it as well
render.set_depth_mask(true)
render.set_stencil_mask(0xff)
render.clear(state.clear_buffers)
-- setup camera view and projection
--
local draw_options_world = set_camera_world(state)
render.set_viewport(0, 0, state.window_width, state.window_height)
-- set states used for all the world predicates
render.set_blend_func(graphics.BLEND_FACTOR_SRC_ALPHA, graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA)
render.enable_state(graphics.STATE_DEPTH_TEST)
-- render `model` predicate for default 3D material
--
render.enable_state(graphics.STATE_CULL_FACE)
render.draw(predicates.model, draw_options_world)
render.set_depth_mask(false)
render.disable_state(graphics.STATE_CULL_FACE)
-- render the other components: sprites, tilemaps, particles etc
--
render.enable_state(graphics.STATE_BLEND)
render.draw(predicates.tile, draw_options_world)
render.draw(predicates.particle, draw_options_world)
render.disable_state(graphics.STATE_DEPTH_TEST)
render.draw_debug3d()
reset_camera_world(state)
-- render GUI
--
local camera_gui = state.cameras.camera_gui
render.set_view(camera_gui.view)
render.set_projection(camera_gui.proj)
render.enable_state(graphics.STATE_STENCIL_TEST)
render.draw(predicates.gui, camera_gui.frustum)
render.draw(predicates.debug_text, camera_gui.frustum)
render.disable_state(graphics.STATE_STENCIL_TEST)
render.disable_state(graphics.STATE_BLEND)
end
function on_message(self, message_id, message)
local state = self.state
local camera = state.main_camera
if message_id == MSG_CLEAR_COLOR then
update_clear_color(state, message.color)
elseif message_id == MSG_WINDOW_RESIZED then
update_state(state)
elseif message_id == MSG_SET_VIEW_PROJ then
camera.view = message.view
self.camera_projection = message.projection or vmath.matrix4()
update_camera(camera, state)
elseif message_id == MSG_SET_CAMERA_PROJ then
camera.projection_fn = function() return self.camera_projection end
elseif message_id == MSG_USE_STRETCH_PROJ then
init_camera(camera, get_stretch_projection, message.near, message.far)
update_camera(camera, state)
elseif message_id == MSG_USE_FIXED_PROJ then
init_camera(camera, get_fixed_projection, message.near, message.far, message.zoom)
update_camera(camera, state)
elseif message_id == MSG_USE_FIXED_FIT_PROJ then
init_camera(camera, get_fixed_fit_projection, message.near, message.far)
update_camera(camera, state)
end
end
&@builtins/render/default.render_script"

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'/builtins/render/default.render_scriptc

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[android]
debuggable = 0
display_cutout = 1
extract_native_libs = 1
iap_provider = GooglePlay
immersive_mode = 0
input_method = HiddenInputField
manifest = /builtins/manifests/android/AndroidManifest.xml
minimum_sdk_version = 19
package = com.example.todo
target_sdk_version = 35
version_code = 1
[bootstrap]
main_collection = /main/main.collectionc
render = /builtins/render/default.renderc
[collection]
max_input_stack_entries = 16
max_instances = 1024
[collection_proxy]
max_count = 16
[collectionfactory]
max_count = 128
[display]
display_device_info = 0
display_profiles = /builtins/render/default.display_profilesc
dynamic_orientation = 0
fullscreen = 0
height = 694
high_dpi = 1
samples = 0
swap_interval = 1
update_frequency = 0
variable_dt = 0
vsync = 1
width = 1054
[engine]
fixed_update_frequency = 60
max_time_step = 0.5
run_while_iconified = 0
[factory]
max_count = 128
[graphics]
default_texture_mag_filter = linear
default_texture_min_filter = linear
max_characters = 8192
max_debug_vertices = 10000
max_draw_calls = 1024
max_font_batches = 128
opengl_core_profile_hint = 1
opengl_version_hint = 33
texture_profiles = /builtins/graphics/default.texture_profilesc
verify_graphics_calls = 1
[gui]
max_animation_count = 1024
max_count = 64
max_particle_count = 1024
[html5]
archive_location_prefix = archive
cssfile = /builtins/manifests/web/light_theme.css
custom_heap_size = 0
engine_arguments = --verify-graphics-calls=false
heap_size = 256
htmlfile = /builtins/manifests/web/engine_template.html
retry_count = 10
retry_time = 1.0
scale_mode = fit
set_custom_heap_size = 0
show_console_banner = 1
show_fullscreen_button = 1
show_made_with_defold = 1
transparent_graphics_context = 0
wasm_streaming = 0
[input]
game_binding = /input/game.input_bindingc
gamepads = /builtins/input/default.gamepadsc
repeat_delay = 0.5
repeat_interval = 0.2
use_accelerometer = 1
[ios]
bundle_identifier = example.unnamed
default_language = en
infoplist = /builtins/manifests/ios/Info.plist
launch_screen = /builtins/manifests/ios/LaunchScreen.storyboardc
localizations = en
pre_renderered_icons = 0
privacymanifest = /builtins/manifests/ios/PrivacyInfo.xcprivacy
[label]
max_count = 64
subpixels = 1
[liveupdate]
mount_on_start = 1
settings = /liveupdate.settings
[mesh]
max_count = 128
[model]
max_count = 128
split_meshes = 0
[network]
http_cache_enabled = 1
http_thread_count = 4
http_timeout = 0.0
[osx]
bundle_identifier = example.unnamed
bundle_version = 1
default_language = en
infoplist = /builtins/manifests/osx/Info.plist
localizations = en
privacymanifest = /builtins/manifests/osx/PrivacyInfo.xcprivacy
[particle_fx]
max_count = 64
max_emitter_count = 64
max_particle_buffer_count = 1024
max_particle_count = 1024
[physics]
allow_dynamic_transforms = 1
contact_impulse_limit = 0.0
debug = 0
debug_alpha = 0.9
debug_scale = 30.0
gravity_x = 0.0
gravity_y = -900.0
gravity_z = 0.0
max_collision_object_count = 128
max_collisions = 64
max_contacts = 128
max_fixed_timesteps = 2
ray_cast_limit_2d = 64
ray_cast_limit_3d = 128
scale = 1.0
trigger_overlap_capacity = 16
type = 2D
use_fixed_timestep = 0
velocity_threshold = 1.0
world_count = 4
[profiler]
sleep_between_server_updates = 0
track_cpu = 0
[project]
compress_archive = 1
minimum_log_level = 1
title = My Project
version = 1.0
write_log = 0
[render]
clear_color_alpha = 1.0
clear_color_blue = 0.0
clear_color_green = 0.0
clear_color_red = 0.0
[resource]
http_cache = 0
max_resources = 1024
[script]
shared_state = 1
[shader]
output_spirv = 0
[sound]
gain = 1.0
max_component_count = 32
max_sound_buffers = 32
max_sound_data = 128
max_sound_instances = 256
max_sound_sources = 16
use_thread = 1
[sprite]
max_count = 128
subpixels = 1
[tilemap]
max_count = 16
max_tile_count = 2048

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