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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="drivechain_launcher"
run/main_scene="res://source/application/application.tscn"
config/use_custom_user_dir=true
config/features=PackedStringArray("4.2", "GL Compatibility")
config/icon="res://icon.png"
config/macos_native_icon="res://icon.icns"
config/windows_native_icon="res://icon.ico"
[autoload]
Appstate="*res://autoloads/appstate.tscn"
Net="*res://net.gd"
DashboardPanel="*res://ui/components/dashboard/base_dashboard_panel/base_chain_dashboard_panel.gd"
chain_state="*res://models/chain_state.gd"
ResetSidechainWindow="*res://source/nodes/chain_providers_info/reset_sidechain_window.gd"
GlobalFont="*res://resource/GlobalFont.gd"
[display]
window/size/viewport_width=851
window/size/viewport_height=600
window/size/resizable=false
window/subwindows/embed_subwindows=false
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[dotnet]
project/assembly_name="drivechain_launcher"
[filesystem]
import/blender/enabled=false
[gui]
theme/custom="res://ui/themes/default_dark.tres"
theme/custom_font="res://assets/fonts/Satoshi-Regular.otf"
[rendering]
textures/canvas_textures/default_texture_filter=2
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
textures/default_filters/use_nearest_mipmap_filter=true