This commit is contained in:
Jacob Vinding
2025-12-27 00:06:47 +01:00
commit 1c991e905d
1095 changed files with 172738 additions and 0 deletions

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# Configuration file
debug {
# Enable debug log.
B:debugLog=false
# Show event log on the game screen.
B:showLogInChat=false
}
experiments {
# Experimental: Try interpolation for MOD original font renderer.
B:alternativeInterpolation=false
# Enable premultiplied alpha instead of straight alpha.
B:enablePremultipliedAlpha=false
}
settings {
# Allow to use NOPT Texture in order to reduce resource consumption.
B:allowNPOTTexture=false
# Automatic detection of brightness.
B:autoBrightness=true
# Enable a blur reduction for fonts less than or equal to the specified size.(0~16)
I:blurReduction=10
# Brightness correction level for interpolated fonts.
I:brightness=5
# Disable italic for small fonts.
B:disableSmallItalic=false
# Enable alpha blending
B:enableAlphaBlend=true
# Enable anisotropic filtering.
B:enableAnisotropicFilter=true
# Enable double rendering
B:enableDouble=false
# Enable linear interpolation
B:enableInterpolation=true
# Enable mipmap for fonts.
B:enableMipmap=true
# Disable interpolation for characters drawn with high magnification.
B:excludeHighMag=true
# Disable interpolation for the integral multiple of default size.
B:excludeIntMultiple=true
# Align baseline among different fonts.
B:fontAlignBaseline=true
# Enable anti-alias for OS fonts.(0:off, 1:normal, 2:high precision)
I:fontAntiAlias=0
# Enable automatic font size detection for the font resolution.
B:fontAutoSizing=true
# Enable emphasis for OS fonts. (0:off, 1:Ascii only, 2:Non-Ascii, 3:All)
I:fontEmphasis=0
# Font gap.
I:fontGap=-2
# Primary system font name.
S:fontName=SansSerif
# OS font resolution. (0:8px, 1:10px, 2:12px, 3:16px, 4:24px, 5:32px, 6:48px, 7:64px)
I:fontResolution=3
# Tolerance (in percent) for rounding font scale to integer.(Default: 0.5)
D:fontScaleRoundingTolerance=0.5
# OS font size. (-4:-20%, ... 0:normal, ... 6:+30%)
I:fontSizeAdjustment=0
# Force to use unicode font.
B:forceUnicode=false
# Horizontal margin width.
I:horizontalMargin=1
# Disable interpolation for fonts above this magnification when excludeHighMag is enabled.(Default: 3.0)
D:limitMagnification=3.0
# Mipmap level.
I:mipmapLevel=4
# Mipmap LOD bias.
I:mipmapLodBias=-3
# These font renderer classes use normal precision font width instead of high precision font width.
# Although the balance of character spacing is worse, compatibility of string width improves.
S:normalPrecisionClasses <
slimeknights.tconstruct.library.client.CustomFontRenderer
cofh.core.render.FontRendererCore
blusunrize.immersiveengineering.client.IEItemFontRender
>
# Opacity level.
I:opacityLevel=8
# Mipmap LOD bias for overlay screen.
I:overlayLodBias=-5
# Enable odd multiple GUI scale factors (x3,x5,...) when using unicode font.
B:removeScaleRestriction=true
# Secondary system font name. It is used if the primary font cannot be displayed.
S:secondaryFontName=SansSerif
# Shadow length. (0~10)
I:shadowLength=5
# The size of the font is determined so that the height and width of these characters will not protrude.
S:sizeAdjustmentChars=
# These font renderer classes are not affected by this mod.
S:unaffectedClasses <
malte0811.industrialWires.client.panelmodel.RawModelFontRenderer
>
# Use the installed fonts in the operating system.
B:useOSFont=false
# These font renderer classes is most high compatibility with vanilla font width calculation,
# but the precision of font width calculation is more poorer than the other precision modes.
S:vanillaPrecisionClasses <
>
# Vertical margin width.
I:verticalMargin=1
# Workaround for transparent texts on a scoreboard.
B:workaroundTransparentScoreboard=true
# Workaround for wrong GL state in GlStateManager.
# Some mods directly call GL11 method and don't use GlStateManager properly.
# If the color of the transparent part changes or the alpha blending is wrong, try this option.
B:workaroundWrongGlState=true
}
state {
# Internal state.
B:fontDetailList=false
}