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