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20 changed files with 1254 additions and 289 deletions

11
.gitignore vendored
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# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/

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[gd_scene load_steps=6 format=2]
[ext_resource path="res://Player.tscn" type="PackedScene" id=1]
[ext_resource path="res://Pickups.gd" type="Script" id=2]
[ext_resource path="res://UI.gd" type="Script" id=4]
[sub_resource type="SpatialMaterial" id=5]
albedo_color = Color( 0.192157, 0.313726, 0.164706, 1 )
roughness = 0.45
[sub_resource type="PlaneMesh" id=6]
material = SubResource( 5 )
size = Vector2( 250, 250 )
[node name="Main" type="Spatial"]
[node name="Player" parent="." instance=ExtResource( 1 )]
unique_name_in_owner = true
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 )
[node name="RemoteTransform" type="RemoteTransform" parent="Player"]
remote_path = NodePath("../../CameraOffset")
update_scale = false
[node name="Pickups" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1 )
script = ExtResource( 2 )
[node name="Floor" type="MeshInstance" parent="."]
mesh = SubResource( 6 )
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.615606, 0.318267, -0.720926, 0, 0.914819, 0.403865, 0.788054, -0.248622, 0.563168, 0, 6.48088, 0 )
shadow_enabled = true
directional_shadow_normal_bias = 0.493
[node name="CameraOffset" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 )
[node name="Camera" type="Camera" parent="CameraOffset"]
transform = Transform( 1, 1.50729e-14, -1.50729e-14, 0, 0.707107, 0.707107, 2.13163e-14, -0.707107, 0.707107, 0, 20, 15 )
[node name="UI" type="CanvasLayer" parent="."]
script = ExtResource( 4 )
[node name="PanelContainer" type="PanelContainer" parent="UI"]
margin_right = 14.0
margin_bottom = 14.0
[node name="FollowRotation" type="CheckBox" parent="UI/PanelContainer"]
margin_left = 7.0
margin_top = 7.0
margin_right = 133.0
margin_bottom = 31.0
pressed = true
text = "Follow Rotation"
[connection signal="toggled" from="UI/PanelContainer/FollowRotation" to="UI" method="_on_FollowRotation_toggled"]

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[gd_scene load_steps=3 format=2]
[sub_resource type="CubeMesh" id=4]
[sub_resource type="BoxShape" id=7]
[node name="Pickup" type="Area" groups=["pickup"]]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -2.41371 )
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 4 )
skeleton = NodePath("../..")
[node name="CollisionShape" type="CollisionShape" parent="."]
shape = SubResource( 7 )

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extends Spatial
const Pickup = preload("res://Pickup.tscn")
func _ready():
for y in range(-50,51):
for x in range(-50, 51):
var pickup := Pickup.instance()
pickup.translate(Vector3(x * 2.3, 0.0, y * 2.3))
add_child(pickup)

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extends KinematicBody
const MAX_ANGULAR_VELOCITY = deg2rad(135.0) # rad/s
const MAX_VELOCITY = 600.0 # m/s
export var camera_relative_controls: bool = false
func process_player_relative_controls(delta: float):
rotate_y(Input.get_axis("right", "left") * MAX_ANGULAR_VELOCITY * delta)
var movement_input = Vector3(0.0, 0.0, Input.get_axis("up", "down"))
move_and_slide(transform.basis.xform(movement_input) * MAX_VELOCITY * delta)
update_audio(movement_input.length_squared() > 0.1)
func process_camera_relative_controls(delta: float):
var screen_input = Vector3(Input.get_axis("left", "right"), Input.get_axis("down", "up"), 0.0)
var world_input = get_viewport().get_camera().global_transform.basis.xform(screen_input)
var movement_input = world_input - world_input.project(global_transform.basis.y)
look_at(global_transform.origin + movement_input, Vector3(0.0, 1.0, 0.0))
move_and_slide(movement_input.normalized() * MAX_VELOCITY * delta)
update_audio(movement_input.length_squared() > 0.1)
func _physics_process(delta):
if camera_relative_controls:
process_camera_relative_controls(delta)
else:
process_player_relative_controls(delta)
func update_audio(is_moving: bool):
if is_moving != $AudioStreamPlayer.playing:
$AudioStreamPlayer.playing = is_moving
func _on_HitBox_area_entered(area: Area):
if area.is_in_group("pickup"):
area.queue_free()

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[gd_scene load_steps=6 format=2]
[ext_resource path="res://Player.gd" type="Script" id=1]
[ext_resource path="res://assets/wakka.ogg" type="AudioStream" id=2]
[sub_resource type="CubeMesh" id=1]
[sub_resource type="SpatialMaterial" id=2]
albedo_color = Color( 1, 0.541176, 0.847059, 1 )
[sub_resource type="BoxShape" id=3]
[node name="Player" type="KinematicBody"]
script = ExtResource( 1 )
[node name="MeshInstance" type="MeshInstance" parent="."]
mesh = SubResource( 1 )
skeleton = NodePath("../..")
material/0 = SubResource( 2 )
[node name="CollisionShape" type="CollisionShape" parent="."]
shape = SubResource( 3 )
[node name="HitBox" type="Area" parent="."]
[node name="CollisionShape" type="CollisionShape" parent="HitBox"]
shape = SubResource( 3 )
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 2 )
[connection signal="area_entered" from="HitBox" to="." method="_on_HitBox_area_entered"]

5
UI.gd
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extends CanvasLayer
func _on_FollowRotation_toggled(button_pressed: bool):
$"%Player/RemoteTransform".update_rotation = button_pressed
$"%Player".camera_relative_controls = !button_pressed

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/wakka.ogg-94fab257ab3d88afd7a1065fce2805b2.oggstr"
[deps]
source_file="res://assets/wakka.ogg"
dest_files=[ "res://.import/wakka.ogg-94fab257ab3d88afd7a1065fce2805b2.oggstr" ]
[params]
loop=true
loop_offset=0

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
[resource]
background_mode = 2
background_sky = SubResource( 1 )

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.png"
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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211
index.audio.worklet.js Normal file
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/*************************************************************************/
/* audio.worklet.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
class RingBuffer {
constructor(p_buffer, p_state, p_threads) {
this.buffer = p_buffer;
this.avail = p_state;
this.threads = p_threads;
this.rpos = 0;
this.wpos = 0;
}
data_left() {
return this.threads ? Atomics.load(this.avail, 0) : this.avail;
}
space_left() {
return this.buffer.length - this.data_left();
}
read(output) {
const size = this.buffer.length;
let from = 0;
let to_write = output.length;
if (this.rpos + to_write > size) {
const high = size - this.rpos;
output.set(this.buffer.subarray(this.rpos, size));
from = high;
to_write -= high;
this.rpos = 0;
}
if (to_write) {
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
}
this.rpos += to_write;
if (this.threads) {
Atomics.add(this.avail, 0, -output.length);
Atomics.notify(this.avail, 0);
} else {
this.avail -= output.length;
}
}
write(p_buffer) {
const to_write = p_buffer.length;
const mw = this.buffer.length - this.wpos;
if (mw >= to_write) {
this.buffer.set(p_buffer, this.wpos);
this.wpos += to_write;
if (mw === to_write) {
this.wpos = 0;
}
} else {
const high = p_buffer.subarray(0, mw);
const low = p_buffer.subarray(mw);
this.buffer.set(high, this.wpos);
this.buffer.set(low);
this.wpos = low.length;
}
if (this.threads) {
Atomics.add(this.avail, 0, to_write);
Atomics.notify(this.avail, 0);
} else {
this.avail += to_write;
}
}
}
class GodotProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.threads = false;
this.running = true;
this.lock = null;
this.notifier = null;
this.output = null;
this.output_buffer = new Float32Array();
this.input = null;
this.input_buffer = new Float32Array();
this.port.onmessage = (event) => {
const cmd = event.data['cmd'];
const data = event.data['data'];
this.parse_message(cmd, data);
};
}
process_notify() {
if (this.notifier) {
Atomics.add(this.notifier, 0, 1);
Atomics.notify(this.notifier, 0);
}
}
parse_message(p_cmd, p_data) {
if (p_cmd === 'start' && p_data) {
const state = p_data[0];
let idx = 0;
this.threads = true;
this.lock = state.subarray(idx, ++idx);
this.notifier = state.subarray(idx, ++idx);
const avail_in = state.subarray(idx, ++idx);
const avail_out = state.subarray(idx, ++idx);
this.input = new RingBuffer(p_data[1], avail_in, true);
this.output = new RingBuffer(p_data[2], avail_out, true);
} else if (p_cmd === 'stop') {
this.running = false;
this.output = null;
this.input = null;
} else if (p_cmd === 'start_nothreads') {
this.output = new RingBuffer(p_data[0], p_data[0].length, false);
} else if (p_cmd === 'chunk') {
this.output.write(p_data);
}
}
static array_has_data(arr) {
return arr.length && arr[0].length && arr[0][0].length;
}
process(inputs, outputs, parameters) {
if (!this.running) {
return false; // Stop processing.
}
if (this.output === null) {
return true; // Not ready yet, keep processing.
}
const process_input = GodotProcessor.array_has_data(inputs);
if (process_input) {
const input = inputs[0];
const chunk = input[0].length * input.length;
if (this.input_buffer.length !== chunk) {
this.input_buffer = new Float32Array(chunk);
}
if (!this.threads) {
GodotProcessor.write_input(this.input_buffer, input);
this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
} else if (this.input.space_left() >= chunk) {
GodotProcessor.write_input(this.input_buffer, input);
this.input.write(this.input_buffer);
} else {
this.port.postMessage('Input buffer is full! Skipping input frame.');
}
}
const process_output = GodotProcessor.array_has_data(outputs);
if (process_output) {
const output = outputs[0];
const chunk = output[0].length * output.length;
if (this.output_buffer.length !== chunk) {
this.output_buffer = new Float32Array(chunk);
}
if (this.output.data_left() >= chunk) {
this.output.read(this.output_buffer);
GodotProcessor.write_output(output, this.output_buffer);
if (!this.threads) {
this.port.postMessage({ 'cmd': 'read', 'data': chunk });
}
} else {
this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
}
}
this.process_notify();
return true;
}
static write_output(dest, source) {
const channels = dest.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < dest[ch].length; sample++) {
dest[ch][sample] = source[sample * channels + ch];
}
}
}
static write_input(dest, source) {
const channels = source.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < source[ch].length; sample++) {
dest[sample * channels + ch] = source[ch][sample];
}
}
}
}
registerProcessor('godot-processor', GodotProcessor);

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index.html Normal file
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<!DOCTYPE html>
<html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''>
<head>
<meta charset='utf-8' />
<meta name='viewport' content='width=device-width, user-scalable=no' />
<title>ForAustin</title>
<style type='text/css'>
body {
touch-action: none;
margin: 0;
border: 0 none;
padding: 0;
text-align: center;
background-color: black;
}
#canvas {
display: block;
margin: 0;
color: white;
}
#canvas:focus {
outline: none;
}
.godot {
font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
color: #e0e0e0;
background-color: #3b3943;
background-image: linear-gradient(to bottom, #403e48, #35333c);
border: 1px solid #45434e;
box-shadow: 0 0 1px 1px #2f2d35;
}
/* Status display
* ============== */
#status {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
display: flex;
justify-content: center;
align-items: center;
/* don't consume click events - make children visible explicitly */
visibility: hidden;
}
#status-progress {
width: 366px;
height: 7px;
background-color: #38363A;
border: 1px solid #444246;
padding: 1px;
box-shadow: 0 0 2px 1px #1B1C22;
border-radius: 2px;
visibility: visible;
}
@media only screen and (orientation:portrait) {
#status-progress {
width: 61.8%;
}
}
#status-progress-inner {
height: 100%;
width: 0;
box-sizing: border-box;
transition: width 0.5s linear;
background-color: #202020;
border: 1px solid #222223;
box-shadow: 0 0 1px 1px #27282E;
border-radius: 3px;
}
#status-indeterminate {
height: 42px;
visibility: visible;
position: relative;
}
#status-indeterminate > div {
width: 4.5px;
height: 0;
border-style: solid;
border-width: 9px 3px 0 3px;
border-color: #2b2b2b transparent transparent transparent;
transform-origin: center 21px;
position: absolute;
}
#status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
#status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
#status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
#status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
#status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
#status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
#status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
#status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
#status-notice {
margin: 0 100px;
line-height: 1.3;
visibility: visible;
padding: 4px 6px;
visibility: visible;
}
</style>
<link id='-gd-engine-icon' rel='icon' type='image/png' href='index.icon.png' />
<link rel='apple-touch-icon' href='index.apple-touch-icon.png'/>
</head>
<body>
<canvas id='canvas'>
HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
<div id='status'>
<div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div>
<div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<div id='status-notice' class='godot' style='display: none;'></div>
</div>
<script type='text/javascript' src='index.js'></script>
<script type='text/javascript'>//<![CDATA[
const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"executable":"index","experimentalVK":false,"fileSizes":{"index.pck":24288,"index.wasm":13375573},"focusCanvas":true,"gdnativeLibs":[]};
var engine = new Engine(GODOT_CONFIG);
(function() {
const INDETERMINATE_STATUS_STEP_MS = 100;
var statusProgress = document.getElementById('status-progress');
var statusProgressInner = document.getElementById('status-progress-inner');
var statusIndeterminate = document.getElementById('status-indeterminate');
var statusNotice = document.getElementById('status-notice');
var initializing = true;
var statusMode = 'hidden';
var animationCallbacks = [];
function animate(time) {
animationCallbacks.forEach(callback => callback(time));
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
function setStatusMode(mode) {
if (statusMode === mode || !initializing)
return;
[statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
elem.style.display = 'none';
});
animationCallbacks = animationCallbacks.filter(function(value) {
return (value != animateStatusIndeterminate);
});
switch (mode) {
case 'progress':
statusProgress.style.display = 'block';
break;
case 'indeterminate':
statusIndeterminate.style.display = 'block';
animationCallbacks.push(animateStatusIndeterminate);
break;
case 'notice':
statusNotice.style.display = 'block';
break;
case 'hidden':
break;
default:
throw new Error('Invalid status mode');
}
statusMode = mode;
}
function animateStatusIndeterminate(ms) {
var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
if (statusIndeterminate.children[i].style.borderTopColor == '') {
Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
child.style.borderTopColor = '';
});
statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
}
}
function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
var lines = text.split('\n');
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement('br'));
});
};
function displayFailureNotice(err) {
var msg = err.message || err;
console.error(msg);
setStatusNotice(msg);
setStatusMode('notice');
initializing = false;
};
if (!Engine.isWebGLAvailable()) {
displayFailureNotice('WebGL not available');
} else {
setStatusMode('indeterminate');
engine.startGame({
'onProgress': function (current, total) {
if (total > 0) {
statusProgressInner.style.width = current/total * 100 + '%';
setStatusMode('progress');
if (current === total) {
// wait for progress bar animation
setTimeout(() => {
setStatusMode('indeterminate');
}, 500);
}
} else {
setStatusMode('indeterminate');
}
},
}).then(() => {
setStatusMode('hidden');
initializing = false;
}, displayFailureNotice);
}
})();
//]]></script>
</body>
</html>

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; 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=4
[application]
config/name="ForAustin"
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
[display]
window/size/width=1690
window/size/height=1059
window/size/resizable=false
window/dpi/allow_hidpi=true
[gui]
common/drop_mouse_on_gui_input_disabled=true
[input]
up={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":0,"physical_scancode":87,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
down={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":0,"physical_scancode":83,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
left={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":0,"physical_scancode":65,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
right={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":0,"physical_scancode":68,"unicode":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
[physics]
common/enable_pause_aware_picking=true
[rendering]
quality/driver/driver_name="GLES2"
vram_compression/import_etc=true
vram_compression/import_etc2=false
quality/reflections/texture_array_reflections=false
quality/reflections/high_quality_ggx=false
quality/depth/hdr=false
environment/default_environment="res://default_env.tres"