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[camera] | ||
#Size of the camera adjustment per step. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
camera_step_size = 0.025 | ||
#The speed multiplier at which the camera transitions between positions. | ||
#Range: 0.05 ~ 1.0 | ||
camera_transition_speed_multiplier = 0.25 | ||
#Whether or not to decouple the camera rotation from the player rotation. | ||
decoupled_camera = false | ||
#The distance multiplier on whether or not to hide the player model if the camera gets too close to it. Set to 0 to disable. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
keep_camera_out_of_head_distance_multiplier = 0.75 | ||
#Whether or not to temporarily center the camera when using Elytra. | ||
center_camera_when_fall_flying = false | ||
#The angle at which the camera will be centered when looking down. Set to 0 to disable. | ||
#Range: 0.0 ~ 90.0 | ||
center_camera_when_looking_down_angle = 1.0 | ||
#Whether or not to dynamically adjust camera offsets depending on space constraints. | ||
dynamically_adjust_offsets = true | ||
#Whether or not to temporarily center the camera when climbing. | ||
center_camera_when_climbing = true | ||
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[camera.offset] | ||
#Third person camera x-offset. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
offset_x = -0.75 | ||
#Third person camera y-offset. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
offset_y = 0.0 | ||
#Third person camera z-offset. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
offset_z = 4.0 | ||
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[camera.offset.min] | ||
#If x-offset is limited this is the minimum amount. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
min_offset_x = -3.0 | ||
#If z-offset is limited this is the minimum amount. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
min_offset_z = -3.0 | ||
#If y-offset is limited this is the minimum amount. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
min_offset_y = -1.0 | ||
[camera.offset.max] | ||
#If z-offset is limited this is the maximum amount. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
max_offset_z = 5.0 | ||
#If y-offset is limited this is the maximum amount. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
max_offset_y = 1.5 | ||
#If x-offset is limited this is the maximum amount. | ||
#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308 | ||
max_offset_x = 3.0 | ||
[camera.offset.multiplier] | ||
[camera.offset.multiplier.passenger] | ||
#y-offset multiplier for when the player is a passenger. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_y = 1.0 | ||
#x-offset multiplier for when the player is a passenger. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_x = 1.0 | ||
#z-offset multiplier for when the player is a passenger. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_z = 1.0 | ||
[camera.offset.multiplier.sprint] | ||
#y-offset multiplier for when the player is sprinting. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_y = 1.0 | ||
#x-offset multiplier for when the player is sprinting. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_x = 1.0 | ||
#z-offset multiplier for when the player is sprinting. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_z = 1.0 | ||
[camera.offset.multiplier.aiming] | ||
#y-offset multiplier for when the player is aiming. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_y = 1.0 | ||
#x-offset multiplier for when the player is aiming. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_x = 1.0 | ||
#z-offset multiplier for when the player is aiming. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
multiplier_offset_z = 1.0 | ||
[camera.offset.limits] | ||
#Whether or not z-offset adjustment has limits. | ||
unlimited_offset_z = false | ||
#Whether or not y-offset adjustment has limits. | ||
unlimited_offset_y = false | ||
#Whether or not x-offset adjustment has limits. | ||
unlimited_offset_x = false | ||
[perspective] | ||
#Whether or not to replace the default third person perspective. | ||
replace_default_perspective = false | ||
#Whether or not to skip the third person front perspective. | ||
skip_third_person_front_perspective = false | ||
#The default perspective when you load the game. | ||
#Allowed Values: FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT, SHOULDER_SURFING | ||
default_perspective = "FIRST_PERSON" | ||
#Whether or not to remember the last perspective used. | ||
remember_last_perspective = true | ||
[player] | ||
#The angle at which the player will no longer be rendered when looking up. Set to 0 to disable. | ||
#Range: 0.0 ~ 90.0 | ||
hide_player_when_looking_up_angle = 0.0 | ||
#Whether or not to adjust the player model transparency when view is obstructed. Changing this value may require a game restart to take full effect. | ||
adjust_player_transparency = true | ||
#Whether to synchronize the x-rot of the player with mouse or controller inputs. This config option only applies when camera is decoupled. | ||
sync_player_x_rot_with_inputs = false | ||
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[player.turning] | ||
#Whether to turn the player when attacking. This config option only applies when camera is decoupled. | ||
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | ||
when_attacking = "REQUIRES_TARGET" | ||
#Whether to turn the player when interacting with blocks. This config option only applies when camera is decoupled. | ||
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | ||
when_interacting = "ALWAYS" | ||
#Whether to turn the player when picking blocks or entities. This config option only applies when camera is decoupled. | ||
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | ||
when_picking = "ALWAYS" | ||
#Whether to turn the player when using an item. This config option only applies when camera is decoupled. | ||
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET | ||
when_using_item = "ALWAYS" | ||
#The time in ticks the player will remain turned after the interaction has ended. Set to 0 to disable. This config option only applies when camera is decoupled. | ||
#Range: > 0 | ||
turning_lock_time = 4 | ||
[crosshair] | ||
#The raytrace distance used for the dynamic crosshair. | ||
#Range: 0.0 ~ 1.7976931348623157E308 | ||
custom_raytrace_distance = 400.0 | ||
#Crosshair type to use for shoulder surfing. | ||
#Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP | ||
crosshair_type = "STATIC" | ||
#Whether or not to use the custom raytrace distance used for the dynamic crosshair. | ||
use_custom_raytrace_distance = true | ||
#Items that when held, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'. | ||
adaptive_crosshair_hold_items = ["minecraft:snowball", "minecraft:egg", "minecraft:experience_bottle", "minecraft:ender_pearl", "minecraft:splash_potion", "minecraft:fishing_rod", "minecraft:lingering_potion"] | ||
#Item properties of an item, that when held, trigger the dynamic crosshair in adaptive mode. | ||
adaptive_crosshair_hold_item_properties = ["minecraft:charged"] | ||
#Items that when used, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'. | ||
adaptive_crosshair_use_items = [] | ||
#Item properties of an item, that when used, trigger the dynamic crosshair in adaptive mode. | ||
adaptive_crosshair_use_item_properties = ["minecraft:pull", "minecraft:throwing"] | ||
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[crosshair.visibility] | ||
#Crosshair visibility for first_person. | ||
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | ||
first_person = "ALWAYS" | ||
#Crosshair visibility for shoulder_surfing. | ||
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | ||
shoulder_surfing = "ALWAYS" | ||
#Crosshair visibility for third_person_back. | ||
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | ||
third_person_back = "NEVER" | ||
#Crosshair visibility for third_person_front. | ||
#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE | ||
third_person_front = "NEVER" | ||
[audio] | ||
#Whether to center sounds made by the player. | ||
center_player_sounds = false |