open_toontown_panda3d/direct/src/leveleditor/Configrc

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# This is a workaround to load Japanese fonts
use-vfs 0
want-tk 1
want-directtools 1
level-editor-hoods TT
# level-editor-hoods TT DD DG MM BR DL
style-path-prefix /i
load-display pandadx8
chan-config-sanity-check #f
multipass-viz none
win-width 800
win-height 600
fullscreen 0
sync-video #t
# Configrc for running the level editor
model-path $TTMODELS
model-path $DMODELS
sound-path $TTMODELS
dna-preload phase_4/dna/storage.dna
load-file-type toontown
window-title Toontown
compress-channels #t
text-encoding utf8
# The level editor requires this legacy setting for now, so we will
# not generate dna files that are incompatible with the older
# international branches.
temp-hpr-fix 0
# We must currently set this to avoid messing up some of
# the suits' faces.
egg-retesselate-coplanar #f
# Custom ObjectTypes for Toontown.
# "barrier" means a vertical wall, with bitmask 0x01
# "floor" means a horizontal floor, with bitmask 0x02
# "camera-collide" means things that the camera should avoid, with bitmask 0x04
egg-object-type-barrier <Scalar> collide-mask { 0x01 } <Collide> { Polyset descend }
egg-object-type-trigger <Scalar> collide-mask { 0x01 } <Collide> { Polyset descend intangible }
egg-object-type-sphere <Scalar> collide-mask { 0x01 } <Collide> { Sphere descend }
egg-object-type-trigger-sphere <Scalar> collide-mask { 0x01 } <Collide> { Sphere descend intangible }
egg-object-type-floor <Scalar> collide-mask { 0x02 } <Collide> { Polyset descend }
egg-object-type-camera-collide <Scalar> collide-mask { 0x04 } <Collide> { Polyset descend }
egg-object-type-camera-collide-sphere <Scalar> collide-mask { 0x04 } <Collide> { Sphere descend }
egg-object-type-camera-barrier <Scalar> collide-mask { 0x05 } <Collide> { Polyset descend }
egg-object-type-camera-barrier-sphere <Scalar> collide-mask { 0x05 } <Collide> { Sphere descend }
# The modelers occasionally put <ObjectType> { model } instead of
# <Model> { 1 }. Let's be accommodating.
egg-object-type-model <Model> { 1 }
egg-object-type-dcs <DCS> { 1 }
# Define a "shadow" object type, so we can render all shadows in their
# own bin and have them not fight with each other (or with other
# transparent geometry).
egg-object-type-shadow <Scalar> bin { shadow } <Scalar> alpha { blend-no-occlude }
cull-bin shadow 15 unsorted
# The ID of the server that we are compatible with
server-version sv1.0.14