280 lines
13 KiB
TOML
280 lines
13 KiB
TOML
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[camera]
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#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.
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#Range: 0.0 ~ 1.7976931348623157E308
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keep_camera_out_of_head_distance_multiplier = 0.75
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#Size of the camera adjustment per step.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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camera_step_size = 0.025
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#The speed multiplier at which the camera transitions between positions.
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#Range: 0.05 ~ 1.0
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camera_transition_speed_multiplier = 0.25
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#The angle at which the camera will be centered when looking down. Set to 0 to disable.
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#Range: 0.0 ~ 90.0
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center_camera_when_looking_down_angle = 1.0
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#Whether or not to dynamically adjust camera offsets depending on space constraints.
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dynamically_adjust_offsets = true
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#Whether or not to decouple the camera rotation from the player rotation.
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decoupled_camera = true
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#Whether or not to orient the camera rotation when the player is teleported. This includes passenger (dis-)mounting and traveling through portals.
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orient_camera_on_teleport = true
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[camera.offset]
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#Third person camera x-offset.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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offset_x = -0.75
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#Third person camera y-offset.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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offset_y = 0.0
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#Third person camera z-offset.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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offset_z = 4.0
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[camera.offset.min]
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#When x-offset is limited this is the minimum amount.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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min_offset_x = -3.0
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#When y-offset is limited this is the minimum amount.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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min_offset_y = -1.0
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#When z-offset is limited this is the minimum amount.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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min_offset_z = -3.0
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[camera.offset.max]
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#When x-offset is limited this is the maximum amount.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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max_offset_x = 3.0
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#When y-offset is limited this is the maximum amount.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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max_offset_y = 1.5
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#When z-offset is limited this is the maximum amount.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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max_offset_z = 5.0
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[camera.offset.limits]
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#Whether or not x-offset adjustment has limits.
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unlimited_offset_x = false
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#Whether or not y-offset adjustment has limits.
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unlimited_offset_y = false
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#Whether or not z-offset adjustment has limits.
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unlimited_offset_z = false
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[camera.offset.multiplier.passenger]
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#x-offset multiplier for when the player is a passenger.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_x = 1.0
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#y-offset multiplier for when the player is a passenger.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_y = 1.0
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#z-offset multiplier for when the player is a passenger.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_z = 1.0
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[camera.offset.multiplier.sprint]
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#x-offset multiplier for when the player is sprinting.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_x = 1.0
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#y-offset multiplier for when the player is sprinting.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_y = 1.0
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#z-offset multiplier for when the player is sprinting.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_z = 1.0
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[camera.offset.multiplier.aiming]
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#x-offset multiplier for when the player is aiming.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_x = 1.0
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#y-offset multiplier for when the player is aiming.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_y = 1.0
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#z-offset multiplier for when the player is aiming.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_z = 1.0
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[camera.offset.multiplier.fall_flying]
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#x-offset multiplier for when using Elytra.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_x = 1.0
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#y-offset multiplier for when using Elytra.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_y = 1.0
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#z-offset multiplier for when using Elytra.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_z = 1.0
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[camera.offset.multiplier.climbing]
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#x-offset multiplier for when the player is climbing.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_x = 0.0
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#y-offset multiplier for when the player is climbing.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_y = 1.0
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#z-offset multiplier for when the player is climbing.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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multiplier_offset_z = 1.0
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[camera.offset.modifiers.passenger]
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#x-offset modifier for when the player is a passenger.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_x = 0.0
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#y-offset modifier for when the player is a passenger.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_y = 0.0
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#z-offset modifier for when the player is a passenger.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_z = 0.0
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[camera.offset.modifiers.sprint]
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#x-offset modifier for when the player is sprinting.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_x = 0.0
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#y-offset modifier for when the player is sprinting.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_y = 0.0
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#z-offset modifier for when the player is sprinting.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_z = 0.0
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[camera.offset.modifiers.aiming]
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#x-offset modifier for when the player is aiming.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_x = 0.0
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#y-offset modifier for when the player is aiming.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_y = 0.0
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#z-offset modifier for when the player is aiming.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_z = 0.0
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[camera.offset.modifiers.fall_flying]
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#x-offset modifier for when using Elytra.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_x = 0.0
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#y-offset modifier for when using Elytra.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_y = 0.0
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#z-offset modifier for when using Elytra.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_z = 0.0
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[camera.offset.modifiers.climbing]
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#x-offset modifier for when the player is climbing.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_x = 0.0
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#y-offset modifier for when the player is climbing.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_y = 0.0
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#z-offset modifier for when the player is climbing.
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#Range: -1.7976931348623157E308 ~ 1.7976931348623157E308
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modifier_offset_z = 0.0
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[perspective]
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#The default perspective when you load the game.
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#Allowed Values: FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT, SHOULDER_SURFING
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default_perspective = "FIRST_PERSON"
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#Whether or not to remember the last perspective used.
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remember_last_perspective = true
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#Whether or not to replace the default third person perspective.
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replace_default_perspective = false
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#Whether or not the first person perspective is enabled.
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first_person_enabled = true
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#Whether or not the third person front perspective is enabled.
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third_person_front_enabled = false
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#Whether or not the third person back perspective is enabled.
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third_person_back_enabled = false
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[player]
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#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.
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adjust_player_transparency = true
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#The angle at which the player will no longer be rendered when looking up. Set to 0 to disable.
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#Range: 0.0 ~ 90.0
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hide_player_when_looking_up_angle = 0.0
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#Whether the x-rot of the player should follow the camera x-rot. This config option only applies when camera is decoupled.
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player_x_rot_follows_camera = false
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#Whether the y-rot of the player should follow the camera y-rot. This config option only applies when camera is decoupled.
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player_y_rot_follows_camera = false
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#The maximum angle to which the player y-rot follows the camera y-rot. This config option only applies when player y-rot follows camera option is enabled.
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#Range: 0.0 ~ 180.0
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player_y_rot_follow_angle_limit = 90.0
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[player.turning]
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#Whether to turn the player when using an item. This config option only applies when camera is decoupled.
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#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
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when_using_item = "ALWAYS"
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#Whether to turn the player when attacking. This config option only applies when camera is decoupled.
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#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
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when_attacking = "ALWAYS"
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#Whether to turn the player when interacting with blocks. This config option only applies when camera is decoupled.
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#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
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when_interacting = "ALWAYS"
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#Whether to turn the player when picking blocks or entities. This config option only applies when camera is decoupled.
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#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
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when_picking = "ALWAYS"
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#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.
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#Range: > 0
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turning_lock_time = 4
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[object_picker]
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#The raytrace distance used for the dynamic crosshair.
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#Range: 0.0 ~ 1.7976931348623157E308
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custom_raytrace_distance = 400.0
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#Whether or not to use the custom raytrace distance used for the dynamic crosshair.
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use_custom_raytrace_distance = true
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[object_picker.pick_origin]
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#The origin where the entity pick starts when using the static crosshair.
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#Allowed Values: PLAYER, CAMERA
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entity_pick_origin = "PLAYER"
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#The origin where the block pick starts when using the static crosshair.
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#Allowed Values: PLAYER, CAMERA
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block_pick_origin = "PLAYER"
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[object_picker.pick_vector]
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#The vector direction of the raytrace when picking objects. This config option only applies when using the dynamic crosshair.
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#Allowed Values: PLAYER, CAMERA
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pick_vector = "CAMERA"
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[crosshair]
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#Crosshair type to use for shoulder surfing.
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#Allowed Values: ADAPTIVE, DYNAMIC, STATIC, STATIC_WITH_1PP, DYNAMIC_WITH_1PP
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crosshair_type = "STATIC"
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#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'.
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adaptive_crosshair_hold_items = ["minecraft:snowball", "minecraft:egg", "minecraft:experience_bottle", "minecraft:ender_pearl", "minecraft:splash_potion", "minecraft:fishing_rod", "minecraft:lingering_potion"]
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#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'.
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adaptive_crosshair_use_items = []
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#Item properties of an item, that when held, trigger the dynamic crosshair in adaptive mode.
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adaptive_crosshair_hold_item_properties = ["minecraft:charged"]
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#Item properties of an item, that when used, trigger the dynamic crosshair in adaptive mode.
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adaptive_crosshair_use_item_properties = ["minecraft:pull", "minecraft:throwing"]
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[crosshair.obstruction]
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#When the crosshair type is static, shows an additional indicator on obstacles that stand between you and your target.
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show_obstruction_indicator = true
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#Only show the obstruction indicator when using items that would trigger the adaptive crosshair.
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only_when_aiming = true
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#Hide the obstruction indicator when it is too close to the main crosshair. Distance measured in scaled pixels.
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#Range: > 0
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min_distance_to_crosshair = 8
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#Ignore obstructions that are too far away from the player. Distance measured in blocks. Set to 0 to disable.
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#Range: 0.0 ~ 1.7976931348623157E308
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max_distance_to_obstruction = 20.0
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[crosshair.visibility]
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#Crosshair visibility for first person.
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#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
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first_person = "ALWAYS"
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#Crosshair visibility for third person back.
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#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
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third_person_back = "NEVER"
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#Crosshair visibility for third person front.
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#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
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third_person_front = "NEVER"
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#Crosshair visibility for shoulder surfing.
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#Allowed Values: ALWAYS, NEVER, WHEN_AIMING, WHEN_IN_RANGE, WHEN_AIMING_OR_IN_RANGE
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shoulder_surfing = "ALWAYS"
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[audio]
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#Whether to center sounds made by the player.
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center_player_sounds = false
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