Randoloot/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=5
[application]
config/name="Randoloot"
run/main_scene="res://scenes/ui/main_menu.tscn"
config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
GameState="*res://scripts/game/game_state.gd"
MCPRuntimeServer="*res://addons/godot_mcp_toolkit/runtime/mcp_runtime_server.gd"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/size/window_width_override=1280
window/size/window_height_override=720
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input]
ship_thrust={
"deadzone": 0.5,
"events": [Object(InputEventKey,"physical_keycode":87)]
}
ship_brake={
"deadzone": 0.5,
"events": [Object(InputEventKey,"physical_keycode":83)]
}
ship_turn_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"physical_keycode":65)]
}
ship_turn_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"physical_keycode":68)]
}
ship_strafe_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"physical_keycode":81)]
}
ship_strafe_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"physical_keycode":69)]
}
ship_fire_primary={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"button_index":1)]
}
ship_fire_secondary={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"button_index":2)]
}
[editor_plugins]
enabled=PackedStringArray("res://addons/godot_mcp_toolkit/plugin.cfg")
[physics]
3d/physics_engine="Jolt Physics"
[rendering]
rendering_device/driver.windows="d3d12"