project.godot 1.6 KB

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  1. ; Engine configuration file.
  2. ; It's best edited using the editor UI and not directly,
  3. ; since the parameters that go here are not all obvious.
  4. ;
  5. ; Format:
  6. ; [section] ; section goes between []
  7. ; param=value ; assign values to parameters
  8. config_version=5
  9. [application]
  10. config/name="Multi-channel Signed Distance Field Font Demo"
  11. config/description="This is a demo of Signed Distance Field fonts in Godot.
  12. The technique used allows the text to remain clear under arbitrary zooms and rotations.
  13. The multi-channel part refers to the font texture being generated in a way that allows
  14. for higher precision when rendering the font. This allows MSDF fonts to be more readable
  15. at small font sizes compared to single-channel signed distance field fonts."
  16. config/tags=PackedStringArray("2d", "demo", "gui", "official", "rendering")
  17. run/main_scene="res://sdf_font_demo.tscn"
  18. config/features=PackedStringArray("4.2")
  19. config/icon="res://icon.webp"
  20. [debug]
  21. gdscript/warnings/untyped_declaration=1
  22. [display]
  23. window/stretch/mode="canvas_items"
  24. window/stretch/aspect="expand"
  25. [input]
  26. toggle_msdf_font={
  27. "deadzone": 0.2,
  28. "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":0,"echo":false,"script":null)
  29. ]
  30. }
  31. [rendering]
  32. renderer/rendering_method="gl_compatibility"
  33. renderer/rendering_method.mobile="gl_compatibility"
  34. environment/defaults/default_clear_color=Color(0.180392, 0.117647, 0.152941, 1)