Ajout du dossier au depot
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#Early window height
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earlyWindowHeight = 480
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#Enable forge global version checking
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versionCheck = true
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#Should we control the window. Disabling this disables new GL features and can be bad for mods that rely on them.
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earlyWindowControl = true
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#Early window framebuffer scale
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earlyWindowFBScale = 1
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#Early window provider
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earlyWindowProvider = "fmlearlywindow"
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#Early window width
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earlyWindowWidth = 854
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#Early window starts maximized
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earlyWindowMaximized = false
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#Default config path for servers
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defaultConfigPath = "defaultconfigs"
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#Disables Optimized DFU client-side - already disabled on servers
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disableOptimizedDFU = true
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#Skip specific GL versions, may help with buggy graphics card drivers
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earlyWindowSkipGLVersions = []
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#Max threads for early initialization parallelism, -1 is based on processor count
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maxThreads = -1
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#Squir?
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earlyWindowSquir = false
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#Whether to show CPU usage stats in early window
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earlyWindowShowCPU = false
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#Client only settings, mostly things related to rendering
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[client]
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#Enable Forge to queue all chunk updates to the Chunk Update thread.
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#May increase FPS significantly, but may also cause weird rendering lag.
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#Not recommended for computers without a significant number of cores available.
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alwaysSetupTerrainOffThread = false
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#EXPERIMENTAL: Enable the Forge block rendering pipeline - fixes the lighting of custom models.
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experimentalForgeLightPipelineEnabled = false
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#When enabled, Forge will show any warnings that occurred during loading.
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showLoadWarnings = true
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#Set to true to use a combined DEPTH_STENCIL attachment instead of two separate ones.
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useCombinedDepthStencilAttachment = false
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#[DEPRECATED] Does nothing anymore, IPv6 addresses will be compressed always
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compressLanIPv6Addresses = true
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#During block model baking, manually calculates the normal for all faces.
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#This was the default behavior of forge between versions 31.0 and 47.1.
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#May result in differences between vanilla rendering and forge rendering.
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#Will only produce differences for blocks that contain non-axis aligned faces.
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#You will need to reload your resources to see results.
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calculateAllNormals = false
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#When enabled, a slightly biased Direction#getNearest calculation will be used to prevent normal fighting on 45 degree angle faces.
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stabilizeDirectionGetNearest = true
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