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- [Config]
- ConfigVersion = "0.13.0"
- # Should SpriteMaster be enabled?
- Enabled = true
- # Button to toggle SpriteMaster
- ToggleButton = "F11"
- PreferredMaxTextureDimension = 16384
- ShowIntroMessage = true
- # If the data cache is preferred to be elsewhere, it can be set here
- DataStoreOverride = ""
- [Config.Garbage]
- # Should unowned textures be marked in the garbage collector's statistics?
- CollectAccountUnownedTextures = false
- # Should owned textures be marked in the garbage collector's statistics?
- CollectAccountOwnedTextures = false
- # Should SM attempt to detect and prevent texture memory leaks?
- LeakPreventTexture = false
- # Should SM attempt to detect and prevent disposable object memory leaks?
- LeakPreventAll = false
- # The amount of free memory required by SM after which it triggers recovery operations
- RequiredFreeMemory = 64
- # Hysterisis applied to RequiredFreeMemory
- RequiredFreeMemoryHysterisis = 1.5
- [Config.Debug.Logging]
- LogInfo = true
- LogWarnings = true
- LogErrors = true
- [Config.DrawState]
- # Enable linear sampling for sprites
- SetLinear = true
- # Enable MSAA
- EnableMSAA = false
- # Disable the depth buffer (unused in this game)
- DisableDepthBuffer = false
- # The default backbuffer format to request
- BackbufferFormat = "Color"
- [Config.Resample]
- # Should resampling be enabled?
- Enabled = true
- # Should texture rescaling be enabled?
- Scale = true
- # Should we assume that input sprites are gamma corrected?
- AssumeGammaCorrected = false
- # Should the scale factor of water be adjusted to account for water sprites being unusual?
- TrimWater = true
- # Positive bias applied to sprite scaling calculations
- ScaleBias = 0.1000000014901161
- # Maximum scale factor of sprites
- MaxScale = 6
- # Minimum edge length of a sprite to be considered for resampling
- MinimumTextureDimensions = 1
- # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
- EnableWrappedAddressing = false
- # Should resampling be stalled if it is determined that it will cause hitches?
- UseFrametimeStalling = true
- # Should color enhancement/rebalancing be performed?
- UseColorEnhancement = true
- # What threshold should be used when determining if a sprite uses premultiplied alpha?
- PremultipliedAlphaThreshold = 1
- # Should transparent pixels be premultiplied to prevent a 'halo' effect?
- PremultiplyAlpha = true
- # What spritesheets will absolutely not be resampled or processed?
- Blacklist = [
- "LooseSprites/Lighting/",
- "LooseSprites/Cloudy_Ocean_BG",
- "LooseSprites/Cloudy_Ocean_BG_Night"
- ]
- [Config.Resample.BlockCompression]
- # Should block compression of sprites be enabled?
- Enabled = true
- # Should block compression of sprites be synchronous?
- Synchronized = false
- # What quality level should be used?
- Quality = "Highest"
- # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
- HardAlphaDeviationThreshold = 7
- [Config.Resample.Padding]
- # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
- Enabled = true
- # What is the minimum edge size of a sprite for padding to be enabled?
- MinimumSizeTexels = 4
- # Should unknown (unnamed) sprites be ignored by the padding system?
- IgnoreUnknown = false
- # Should solid edges be padded?
- PadSolidEdges = false
- # What spritesheets should have a stricter edge-detection algorithm applied?
- StrictList = [
- "LooseSprites/Cursors"
- ]
- # What spritesheets should always be padded?
- Whitelist = [
- "LooseSprites/font_bold",
- "Characters/Farmer/hairstyles",
- "Characters/Farmer/hairstyles2",
- "Characters/Farmer/hats",
- "Characters/Farmer/pants",
- "Characters/Farmer/shirts",
- "TileSheets/weapons",
- "TileSheets/bushes",
- "TerrainFeatures/grass",
- "TileSheets/debris",
- "TileSheets/animations",
- "Maps/springobjects",
- "Maps/summerobjects",
- "Maps/winterobjects",
- "Maps/fallobjects",
- "Buildings/houses",
- "TileSheets/furniture",
- "TerrainFeatures/tree1_spring",
- "TerrainFeatures/tree2_spring",
- "TerrainFeatures/tree3_spring",
- "TerrainFeatures/tree1_summer",
- "TerrainFeatures/tree2_summer",
- "TerrainFeatures/tree3_summer",
- "TerrainFeatures/tree1_fall",
- "TerrainFeatures/tree2_fall",
- "TerrainFeatures/tree3_fall",
- "TerrainFeatures/tree1_winter",
- "TerrainFeatures/tree2_winter",
- "TerrainFeatures/tree3_winter"
- ]
- # What spritesheets should never be padded?
- Blacklist = [
- "LooseSprites/Cloudy_Ocean_BG",
- "LooseSprites/Cloudy_Ocean_BG_Night"
- ]
- [Config.Resample.xBRZ]
- # The weight provided to luminance as opposed to chrominance when performing color comparisons
- LuminanceWeight = 1
- # The tolerance for colors to be considered equal - [0, 256)
- EqualColorTolerance = 20
- # The threshold for a corner-direction to be considered 'dominant'
- DominantDirectionThreshold = 3.6
- # The threshold for a corner-direction to be considered 'steep'
- SteepDirectionThreshold = 2.2
- # Bias towards kernel center applied to corner-direction calculations
- CenterDirectionBias = 4
- [Config.WrapDetection]
- # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
- edgeThreshold = 0.2000000029802322
- # What is the minimum alpha value assumed to be opaque?
- alphaThreshold = 1
- [Config.AsyncScaling]
- # Should asynchronous scaling be enabled for unknown textures?
- EnabledForUnknownTextures = true
- # Should synchronous stores always be used?
- ForceSynchronousStores = true
- # Should synchronous stores be throttled?
- ThrottledSynchronousLoads = true
- # Should we fetch and load texture data within the same frame?
- CanFetchAndLoadSameFrame = true
- [Config.MemoryCache]
- # Should the memory cache be enabled?
- Enabled = true
- # Should memory cache elements always be flushed upon update?
- AlwaysFlush = false
- # Should the memory cache be asynchronous?
- Async = true
- [Config.FileCache]
- # Should the file cache be enabled?
- Enabled = true
- # What compression algorithm should be used?
- Compress = "Zstd"
- # Should files be compressed regardless of if it would be beneficial?
- ForceCompress = false
- # Should system compression (such as NTFS compression) be preferred?
- PreferSystemCompression = false
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