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Ameisen

spritemaster default config

Jan 14th, 2022
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  1. [Config]
  2. ConfigVersion = "0.13.0"
  3. # Should SpriteMaster be enabled?
  4. Enabled = true
  5. # Button to toggle SpriteMaster
  6. ToggleButton = "F11"
  7. PreferredMaxTextureDimension = 16384
  8. ShowIntroMessage = true
  9. # If the data cache is preferred to be elsewhere, it can be set here
  10. DataStoreOverride = ""
  11.  
  12. [Config.Garbage]
  13. # Should unowned textures be marked in the garbage collector's statistics?
  14. CollectAccountUnownedTextures = false
  15. # Should owned textures be marked in the garbage collector's statistics?
  16. CollectAccountOwnedTextures = false
  17. # Should SM attempt to detect and prevent texture memory leaks?
  18. LeakPreventTexture = false
  19. # Should SM attempt to detect and prevent disposable object memory leaks?
  20. LeakPreventAll = false
  21. # The amount of free memory required by SM after which it triggers recovery operations
  22. RequiredFreeMemory = 64
  23. # Hysterisis applied to RequiredFreeMemory
  24. RequiredFreeMemoryHysterisis = 1.5
  25.  
  26. [Config.Debug.Logging]
  27. LogInfo = true
  28. LogWarnings = true
  29. LogErrors = true
  30.  
  31. [Config.DrawState]
  32. # Enable linear sampling for sprites
  33. SetLinear = true
  34. # Enable MSAA
  35. EnableMSAA = false
  36. # Disable the depth buffer (unused in this game)
  37. DisableDepthBuffer = false
  38. # The default backbuffer format to request
  39. BackbufferFormat = "Color"
  40.  
  41. [Config.Resample]
  42. # Should resampling be enabled?
  43. Enabled = true
  44. # Should texture rescaling be enabled?
  45. Scale = true
  46. # Should we assume that input sprites are gamma corrected?
  47. AssumeGammaCorrected = false
  48. # Should the scale factor of water be adjusted to account for water sprites being unusual?
  49. TrimWater = true
  50. # Positive bias applied to sprite scaling calculations
  51. ScaleBias = 0.1000000014901161
  52. # Maximum scale factor of sprites
  53. MaxScale = 6
  54. # Minimum edge length of a sprite to be considered for resampling
  55. MinimumTextureDimensions = 1
  56. # Should wrapped addressing be enabled for sprite resampling (when analysis suggests it)?
  57. EnableWrappedAddressing = false
  58. # Should resampling be stalled if it is determined that it will cause hitches?
  59. UseFrametimeStalling = true
  60. # Should color enhancement/rebalancing be performed?
  61. UseColorEnhancement = true
  62. # What threshold should be used when determining if a sprite uses premultiplied alpha?
  63. PremultipliedAlphaThreshold = 1
  64. # Should transparent pixels be premultiplied to prevent a 'halo' effect?
  65. PremultiplyAlpha = true
  66. # What spritesheets will absolutely not be resampled or processed?
  67. Blacklist = [
  68.     "LooseSprites/Lighting/",
  69.     "LooseSprites/Cloudy_Ocean_BG",
  70.     "LooseSprites/Cloudy_Ocean_BG_Night"
  71. ]
  72.  
  73. [Config.Resample.BlockCompression]
  74. # Should block compression of sprites be enabled?
  75. Enabled = true
  76. # Should block compression of sprites be synchronous?
  77. Synchronized = false
  78. # What quality level should be used?
  79. Quality = "Highest"
  80. # What alpha deviation threshold should be applied to determine if a sprite's transparency is smooth or mask-like (determines between bc2 and bc3)?
  81. HardAlphaDeviationThreshold = 7
  82.  
  83. [Config.Resample.Padding]
  84. # Should padding be applied to sprites to allow resampling to extend beyond the natural sprite boundaries?
  85. Enabled = true
  86. # What is the minimum edge size of a sprite for padding to be enabled?
  87. MinimumSizeTexels = 4
  88. # Should unknown (unnamed) sprites be ignored by the padding system?
  89. IgnoreUnknown = false
  90. # Should solid edges be padded?
  91. PadSolidEdges = false
  92. # What spritesheets should have a stricter edge-detection algorithm applied?
  93. StrictList = [
  94.     "LooseSprites/Cursors"
  95. ]
  96. # What spritesheets should always be padded?
  97. Whitelist = [
  98.     "LooseSprites/font_bold",
  99.     "Characters/Farmer/hairstyles",
  100.     "Characters/Farmer/hairstyles2",
  101.     "Characters/Farmer/hats",
  102.     "Characters/Farmer/pants",
  103.     "Characters/Farmer/shirts",
  104.     "TileSheets/weapons",
  105.     "TileSheets/bushes",
  106.     "TerrainFeatures/grass",
  107.     "TileSheets/debris",
  108.     "TileSheets/animations",
  109.     "Maps/springobjects",
  110.     "Maps/summerobjects",
  111.     "Maps/winterobjects",
  112.     "Maps/fallobjects",
  113.     "Buildings/houses",
  114.     "TileSheets/furniture",
  115.     "TerrainFeatures/tree1_spring",
  116.     "TerrainFeatures/tree2_spring",
  117.     "TerrainFeatures/tree3_spring",
  118.     "TerrainFeatures/tree1_summer",
  119.     "TerrainFeatures/tree2_summer",
  120.     "TerrainFeatures/tree3_summer",
  121.     "TerrainFeatures/tree1_fall",
  122.     "TerrainFeatures/tree2_fall",
  123.     "TerrainFeatures/tree3_fall",
  124.     "TerrainFeatures/tree1_winter",
  125.     "TerrainFeatures/tree2_winter",
  126.     "TerrainFeatures/tree3_winter"
  127. ]
  128. # What spritesheets should never be padded?
  129. Blacklist = [
  130.     "LooseSprites/Cloudy_Ocean_BG",
  131.     "LooseSprites/Cloudy_Ocean_BG_Night"
  132. ]
  133.  
  134. [Config.Resample.xBRZ]
  135. # The weight provided to luminance as opposed to chrominance when performing color comparisons
  136. LuminanceWeight = 1
  137. # The tolerance for colors to be considered equal - [0, 256)
  138. EqualColorTolerance = 20
  139. # The threshold for a corner-direction to be considered 'dominant'
  140. DominantDirectionThreshold = 3.6
  141. # The threshold for a corner-direction to be considered 'steep'
  142. SteepDirectionThreshold = 2.2
  143. # Bias towards kernel center applied to corner-direction calculations
  144. CenterDirectionBias = 4
  145.  
  146. [Config.WrapDetection]
  147. # What is the threshold percentage of alpha values to be used to determine if it is a wrapping edge?
  148. edgeThreshold = 0.2000000029802322
  149. # What is the minimum alpha value assumed to be opaque?
  150. alphaThreshold = 1
  151.  
  152. [Config.AsyncScaling]
  153. # Should asynchronous scaling be enabled for unknown textures?
  154. EnabledForUnknownTextures = true
  155. # Should synchronous stores always be used?
  156. ForceSynchronousStores = true
  157. # Should synchronous stores be throttled?
  158. ThrottledSynchronousLoads = true
  159. # Should we fetch and load texture data within the same frame?
  160. CanFetchAndLoadSameFrame = true
  161.  
  162. [Config.MemoryCache]
  163. # Should the memory cache be enabled?
  164. Enabled = true
  165. # Should memory cache elements always be flushed upon update?
  166. AlwaysFlush = false
  167. # Should the memory cache be asynchronous?
  168. Async = true
  169.  
  170. [Config.FileCache]
  171. # Should the file cache be enabled?
  172. Enabled = true
  173. # What compression algorithm should be used?
  174. Compress = "Zstd"
  175. # Should files be compressed regardless of if it would be beneficial?
  176. ForceCompress = false
  177. # Should system compression (such as NTFS compression) be preferred?
  178. PreferSystemCompression = false
  179.  
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