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project.godot
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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
_global_script_classes=[ {
"base": "EditorProperty",
"class": "CallableEditorProperty",
"language": "GDScript",
"path": "res://addons/remote_caller/callable_property.gd"
}, {
"base": "ParentNode",
"class": "ChildNode",
"language": "GDScript",
"path": "res://demo/node_child.gd"
}, {
"base": "ParentObject",
"class": "ChildObject",
"language": "GDScript",
"path": "res://demo/object_child.gd"
}, {
"base": "Sprite",
"class": "ParentNode",
"language": "GDScript",
"path": "res://demo/node_parent.gd"
}, {
"base": "Object",
"class": "ParentObject",
"language": "GDScript",
"path": "res://demo/object_parent.gd"
} ]
_global_script_class_icons={
"CallableEditorProperty": "",
"ChildNode": "",
"ChildObject": "",
"ParentNode": "",
"ParentObject": ""
}
[application]
config/name="RemoteCaller"
run/main_scene="res://demo/SceneRoot.tscn"
config/icon="res://icon.png"
[autoload]
RemoteCallerServer="*res://addons/remote_caller/network/game_server.gd"
RemoteCallerClient="*res://addons/remote_caller/network/editor_client.gd"
[display]
window/size/width=400
window/size/height=400
[editor_plugins]
enabled=PoolStringArray( "res://addons/remote_caller/plugin.cfg" )
[rendering]
environment/default_environment="res://default_env.tres"