353 lines
26 KiB
C++
353 lines
26 KiB
C++
// Generated by mods/build.py from mods/common/DS2Revival.ini - do not edit (not in git).
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#pragma once
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namespace ds2 {
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inline constexpr char kRevivalIniText[] =
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"; DS2 Revival settings - one file for all of its plugins, in the game folder next to DungeonSiege2.exe.\n"
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";\n"
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"; Every setting is listed here with its default value. Change a value and restart the game; a line you remove means the\n"
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"; default. One [section] per feature group. Yes/no settings: 1 = on, 0 = off.\n"
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";\n"
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"; [Network] [Multiplayer] DS2Multiplayer.asi\n"
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"; [Fixes] DS2Fixes.asi\n"
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"; [Display] [Camera] [Photo] DS2Widescreen.asi\n"
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"; [Graphics] DS2Graphics.asi\n"
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"; [BrokenWorld] DS2BrokenWorld.asi\n"
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"; [ModLoader] DS2ModLoader.asi\n"
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"; (The controller plugin, an optional extra, has its own DS2Controller.ini.)\n"
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";\n"
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"; COMMON MISCONCEPTIONS\n"
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"; * Deleting a section, a line or this whole file does NOT turn anything off: the plugins then use the defaults listed here.\n"
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"; To turn a plugin off, set it to 0 under [Plugins] below (or delete its .asi). A section whose plugin is not installed does nothing.\n"
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"; * Broken World started from the Steam game's \"Broken World\" folder reads this same file, next to the main game's\n"
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"; DungeonSiege2.exe: one file for both games, no second copy needed. (A Broken World folder on its own, with no Dungeon\n"
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"; Siege II around it, keeps its own DS2Revival.ini next to its DungeonSiege2.exe.)\n"
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"; * Versions 1.2.0 and 1.2.1 kept this file in the \"scripts\" folder. The first start of a newer version moves it here (your\n"
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"; values stay). The plugins' log files are in \"scripts\\logs\" (DS2Widescreen.log, ...): send those when you report a problem.\n"
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"; * Old per-plugin files (DS2Multiplayer.ini, DS2Widescreen.ini, ...) are only used when this file does not exist. If both\n"
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"; exist this file wins and the plugin says in its log which one it used. When the plugins create this file (the first\n"
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"; start) they move the values you had changed in the old files here and rename those to .old.\n"
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"; * This file is created by the plugins at the first start and is not part of the download, so an update never overwrites it.\n"
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"; A new version adds its new settings to this file (with their comments) at the next start and changes nothing else - with\n"
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"; one exception: when a new version changes the DEFAULT of a setting (1.3: AntiAliasing smaa -> msaa4+smaa), a value that\n"
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"; is still the old default is changed to the new one, once (the log says so; [Settings] at the end of this file). A value\n"
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"; you set yourself is never changed. Delete the file to get the default one back.\n"
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"; * Mode and Resolution: with the default Mode=borderless the window is as big as your desktop and the game never changes\n"
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"; your monitor's video mode. Resolution=1280x720 only makes the game render at that size and scale it up to fill the screen.\n"
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"; * HudScale, HudFilter and MenuScale only apply with Mode=borderless. HudScale accepts decimals (1.5, 1.75), not only 1, 2, 3.\n"
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"; * MaxFps is the game's frame-rate limiter (the game stops at 75 in a window; \"refresh\" = your monitor's refresh rate,\n"
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"; 0 = no limit). It is not vsync, and it does not make the game faster.\n"
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"; * Sharpen=0 turns the sharpening filter off completely (AntiAliasing=off does the same for anti-aliasing). Sharpen is gentle\n"
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"; by default (0.2); older versions used 0.4.\n"
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"; * The [Graphics] options (anti-aliasing, sharpening, anisotropy, Shaders, ShadowSize, FinerGlow) work in every Mode, also the\n"
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"; game's own fullscreen and window; only the photo-mode picture needs borderless.\n"
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"; * Broken World uses the same plugins and settings as the main game. Its own old plugin copies in \"Broken World\\scripts\" are\n"
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"; retired (only DS2Revival.asi is needed there). Old Broken World saves load (AcceptAnySaveSinglePlayer).\n"
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"; * FastCpuid (Broken World) only matters on PCs where Windows runs its hypervisor (Memory Integrity, WSL2, Hyper-V,\n"
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"; Docker, ...); elsewhere it changes nothing, and it is safe to leave on.\n"
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"; * DirectPlay=auto needs no Windows feature: with Windows DirectPlay missing, the game uses the plugin's own replacement.\n"
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"; * You do not need port forwarding to host: Relay=auto sends the game through the server only when a joiner cannot\n"
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"; connect directly. Everyone in an online game needs DS2Multiplayer.\n"
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"\n"
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"\n"
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"[Plugins]\n"
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"; Broken World runs these same plugin files (loaded from the main game's scripts folder by \"Broken World\\scripts\\DS2Revival.asi\").\n"
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"; 1 = on in both games; 0 = off in both (the same as deleting its .asi); ds2 = on in Dungeon Siege II only;\n"
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"; bw = on in Broken World only. Example: DS2Graphics=ds2 keeps the graphics plugin out of Broken World.\n"
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"; Players in an online game all need DS2Multiplayer.\n"
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"DS2Multiplayer=1\n"
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"DS2Widescreen=1\n"
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"DS2Graphics=1\n"
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"DS2Fixes=1\n"
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"DS2BrokenWorld=1\n"
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"DS2ModLoader=1\n"
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"\n"
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"; ======================================================================================================================\n"
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"; DS2Multiplayer.asi - online play and LAN without GameSpy\n"
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"; ======================================================================================================================\n"
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"\n"
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"[Network]\n"
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"; The multiplayer server that replaces the dead GameSpy (host name or IP). 127.0.0.1 = a server on this PC.\n"
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"Server=use1.dsii.uk\n"
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"; Hosting behind a router without port forwarding: games go through the server.\n"
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"; auto = only when needed, always = every game, off = never (the host must forward UDP 2302).\n"
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"Relay=auto\n"
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"; DirectPlay transport. auto = Windows DirectPlay when it is installed, otherwise our replacement (also on Linux/Steam Deck\n"
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"; under Proton, whose built-in DirectPlay cannot host); native = Windows DirectPlay only; shim = always the replacement.\n"
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"; Both kinds of player can be in the same game.\n"
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"DirectPlay=auto\n"
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"; News in the game: where the game's version check goes (its \"new patch available\" banner becomes the news banner).\n"
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"; https://dsii.uk = the project site; an http://host:port address for a test server; empty = leave it alone.\n"
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"NewsUrl=https://dsii.uk\n"
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"; 0 = the version check shows the game's own text instead of the news banner.\n"
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"NewsBanner=1\n"
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"; Broken World's News screen (it asks www.gaspowered.com): 1 = show the revival news there too, 0 = leave it.\n"
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"NewsScreen=1\n"
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"; Steam copies have no CD key: 1 = give them a per-user identity (never touches the registry's game keys), 0 = off.\n"
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"VirtualCdKey=1\n"
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"; Advanced: a fixed identity number for the virtual CD key. Empty = a random one kept per Windows user.\n"
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"CdKeyHash=\n"
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"; Advanced: the product id served to the game.\n"
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"ProductId=00000-000-0000000-00000\n"
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"; Advanced: the distribution id served to the game; it only gates the version check (news banner).\n"
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"; auto = 1 while NewsUrl is usable, else 0; or a number.\n"
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"DistroId=auto\n"
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"; 1 = when the game looks up its own host name it gets only the main IPv4 address, which stops LAN games failing with\n"
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"; \"name is already in use\" on PCs with several network adapters.\n"
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"SingleLanAddress=1\n"
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"\n"
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"[Multiplayer]\n"
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"; Re-enable the Multiplayer button of the main menu (the Steam build greys it out).\n"
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"EnableMenuButton=1\n"
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"; Fix the START button staying disabled in a fresh session's staging screen.\n"
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"FixStartGuard=1\n"
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"; Do not ask the Windows Firewall question when hosting (see \"Firewall setup.cmd\").\n"
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"SkipFirewallPrompt=1\n"
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"; Seconds a direct (IP) connection is tried before it gives up.\n"
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"DirectConnectTimeout=60\n"
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"; Create the multiplayer server when you enter a lobby, so a fresh session can host.\n"
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"LobbyServer=1\n"
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"; Close the lobby screens when you leave a lobby instead of leaving them on screen.\n"
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"CloseLobbyOnExit=1\n"
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"; Warn (and offer Windows' installer) when DirectPlay is missing and the replacement is not in use.\n"
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"CheckDirectPlay=1\n"
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"; Offer the game's hidden 8-player modes when hosting (Old School Mode, Couples Mode++); only the host needs this.\n"
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"EightPlayers=1\n"
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"; When the host's game differs from yours (another DungeonSiege2.exe file, another version) the game used to stay silently\n"
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"; in the staging area when the host started; 1 = say so and go back to the game list. 0 = the game's own behaviour.\n"
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"JoinVersionMessage=1\n"
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"\n"
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"\n"
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"; ======================================================================================================================\n"
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"; DS2Fixes.asi - bug fixes, all on by default; here you can switch single ones off\n"
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"; ======================================================================================================================\n"
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"\n"
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"[Fixes]\n"
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"; The game installs a system-wide keyboard hook that makes typing lag in every other program. 1 = it is not installed.\n"
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"NoGlobalKeyboardHook=1\n"
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"; The game changes the mouse cursor twice per mouse event (stutter while moving or clicking). 1 = those calls are filtered.\n"
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"QuietCursor=1\n"
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"; Rotating the camera with the middle mouse button recentres the cursor every frame; 1 = keep that stable at any frame rate.\n"
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"SteadyCameraDrag=1\n"
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"; The game's vertex upload (shadows, particles, character meshes) read up to 168 bytes past the end of its data and could\n"
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"; crash. 1 = fixed.\n"
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"SafeVertexUpload=1\n"
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"; The \"below minimum specification\" box that graphics chips unknown to the game get at the first start. 1 = not shown.\n"
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"SkipMinSpecWarning=1\n"
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"; The Gas Powered Games newsletter form at the first single-player start. 1 = skipped.\n"
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"SkipSignUpForm=1\n"
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"; Give back the animation memory (about 7 MB per region) of objects left behind when you leave a region, so long sessions do\n"
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"; not run out of address space. 1 = on, 0 = off, auto = on for Dungeon Siege II, off for Broken World (not proven there yet).\n"
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"DormantAnimations=auto\n"
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"; How long (seconds) an object must be out of view before its animation memory is released.\n"
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"DormantDelaySeconds=10\n"
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"; Diagnostic: 1 = count the dormant-animation hook calls and cycles in the log.\n"
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"DormantProfile=0\n"
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"; A Documents path with characters the game's code page cannot hold (a Cyrillic or Chinese user name on an English Windows)\n"
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"; makes the game save into its install folder. 1 = the game is given an ASCII path (a junction in %ProgramData%\\DS2Revival).\n"
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"AsciiDocumentsPath=1\n"
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"; A few seconds after the start, check that Documents\\My Games\\<game> can be written and say why if not (Controlled folder\n"
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"; access, security software) instead of the game's silent fallback. 1 = on.\n"
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"SaveFolderCheck=1\n"
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"; Language packs under a Windows that uses UTF-8 for legacy programs break text, typing and saves.\n"
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"; auto = code page 1252 only when Windows uses UTF-8 for legacy programs; off or 0 = leave everything alone;\n"
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"; a number = force that code page (e.g. 1252, or 1251 for a Cyrillic pack).\n"
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"TextCodepage=auto\n"
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"\n"
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"\n"
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"; ======================================================================================================================\n"
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"; DS2Widescreen.asi - window and resolution, interface size, frame limiter, camera, photo mode\n"
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"; DS2Graphics.asi - the graphics (GPU) options, section [Graphics] below\n"
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"; Quick answers: sharpening off = Sharpen=0 [Graphics]; anti-aliasing off = AntiAliasing=off [Graphics]; bigger interface =\n"
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"; HudScale=2; uncapped frame rate = MaxFps=0; the game's own video modes = Mode=off.\n"
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"; ======================================================================================================================\n"
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"\n"
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"[Display]\n"
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"; How the game's window is made.\n"
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"; borderless = a frameless window the size of your screen (works with every Steam launch option and the Steam overlay; the\n"
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"; 800x600 / 1024x768 menus are scaled to fit with black bars); window = the game's normal window; off = leave the game's\n"
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"; video alone (exclusive fullscreen at its own modes).\n"
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"Mode=borderless\n"
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"; The game's own exclusive fullscreen (Mode=off, or fullscreen=true on the command line) shows no mouse pointer on Windows 10\n"
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"; and 11. 1 = the pointer is brought back there (two checks of the game that hide it are skipped in memory, in Dungeon Siege II\n"
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"; and in Broken World; a Broken World exe that has those two edits already keeps them). Nothing changes in borderless / window.\n"
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"ExclusiveCursor=1\n"
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"; The size the 3D world is rendered at. desktop = your screen's size; or WIDTHxHEIGHT such as 1280x720 (rendered at that size\n"
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"; and stretched to fit with the aspect ratio kept; a smaller size also makes the interface bigger; a size above your screen is\n"
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"; refused by the game). It does not change your monitor's video mode.\n"
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"Resolution=desktop\n"
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"; The game's frame limiter (not vsync). refresh = your screen's refresh rate; 0 = no limit; a number = that many frames per\n"
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"; second. \"maxfps=\" on the game's command line wins.\n"
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"MaxFps=refresh\n"
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"; How the 800x600 / 1024x768 menus are enlarged (Mode=borderless only). sharp = whole-number enlargement with hard pixels,\n"
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"; then a smooth shrink to fit; integer = whole multiples only (black border, perfectly sharp); smooth = the old blurry stretch.\n"
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"MenuScale=sharp\n"
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"; Size of the in-game interface (Mode=borderless only). auto = screen height / 720 (1080p 1.5, 1440p 2, 2160p 3; snapped to\n"
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"; a whole number within 0.05, off below 1.2); 1 = off; or a number from 1 to 4 such as 1.25 or 2. Decimals are fine.\n"
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"HudScale=auto\n"
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"; Interface scaling filter at fractional scales (Mode=borderless only). sharp = crisp text; smooth = plain bilinear;\n"
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"; point = nearest.\n"
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"HudFilter=sharp\n"
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"; After a failed graphics reset (alt-tab, overlay) retry for 10 seconds instead of ending at once. 0 = the game's behaviour.\n"
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"RetryDeviceReset=1\n"
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"; Once per frame check that the plugin's Direct3D hooks are still installed. With the native Direct3D 9 driver on AMD cards the\n"
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"; game dropped them a few frames after the start, so the graphics options silently did nothing. 0 only for diagnosing.\n"
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"RevalidateHooks=1\n"
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"; Diagnostic: 1 = write cursor-recentring statistics to the log once a second.\n"
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"LogCursor=0\n"
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"\n"
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"[Graphics]\n"
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"; DS2Graphics.asi: the graphics (GPU) options. Older files had these in [Display]; the plugin still reads them there when\n"
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"; [Graphics] lacks the key, and the plugins move them. DS2Graphics works without DS2Widescreen and in every Mode (borderless,\n"
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"; window, off); SSAO is still experimental.\n"
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"; Smooths jagged edges of the 3D world (text and interface stay sharp). msaa4+smaa = 4x multisampling plus SMAA: the cleanest\n"
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"; picture (edges, and the leaf cut-outs that multisampling alone leaves jagged); msaa2 / msaa4 / msaa8 = multisampling only (sharp\n"
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"; textures, the same kind of anti-aliasing as dgVoodoo's); smaa = SMAA only (cheapest, slightly softer textures); off = none.\n"
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"; \"msaa4+smaa\" and the like need no other tool: you do not need dgVoodoo for anti-aliasing. (A file from 1.2.x that still had\n"
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"; the old default, smaa, gets msaa4+smaa once at the first start of 1.3; if you prefer smaa, set it again, it stays.) A sample count your graphics card\n"
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"; does not support is lowered to the best it has, and if none works the plugin falls back to SMAA (the log says which).\n"
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"; MSAA turns SSAO off (SSAO needs the single-sampled depth), and RevalidateHooks=0 disables MSAA (SMAA is used instead).\n"
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"AntiAliasing=msaa4+smaa\n"
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"; The 3D scenes of the menus (hero selection and creation) are anti-aliased with SMAA before the interface is drawn, so their\n"
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"; text stays crisp. auto = SMAA unless AntiAliasing=off; smaa = always; off = never.\n"
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"MenuAntiAliasing=auto\n"
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"; Contrast-adaptive sharpening of the 3D world after anti-aliasing. 0 = off, up to 1 = strongest.\n"
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"Sharpen=0.2\n"
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"; Experimental ambient occlusion. off, on, or debug-depth / debug-ao (show the depth or the occlusion alone, for testing).\n"
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"SSAO=off\n"
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"; SSAO sample radius in game units and strength.\n"
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"SSAORadius=1.5\n"
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"SSAOIntensity=3.0\n"
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"; Anisotropic texture filtering (sharper ground textures at a slant). 16 = default, capped at what your graphics card\n"
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"; supports; 0 or 1 = the game's own filtering; 2, 4, 8 = weaker.\n"
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"Anisotropy=16\n"
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"; Shifts the texture detail level the graphics card picks. 0 = the game's own; negative = sharper (and shimmerier).\n"
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"TextureLodBias=0\n"
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"; The game forgets its \"Shaders\" video option at every start, so glow, water and shine stay off. fix = read it correctly;\n"
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"; game = leave the game's behaviour.\n"
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"Shaders=fix\n"
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"; Size of the shadow pictures in pixels (Steam v2.3 only; the game uses 256). game = leave it; 512, 1024, 2048 or 4096 = sharper.\n"
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"ShadowSize=game\n"
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"; The glow around crystals, lanterns and magic is drawn at 256x256 and looks blocky and shimmery at today's resolutions. A number\n"
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"; = the same glow drawn at that size (done in memory, no files written): 512 (default), 1024, or 2048; 0 = the game's own glow.\n"
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"; Replaces the old ModsFinerGlow folder (you can delete it). Only your own screen changes.\n"
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"FinerGlow=512\n"
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"; Hero portraits at the top left are wrong above 1280 pixels wide: black in Dungeon Siege II multiplayer, dark and garbled in\n"
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"; Broken World (single player too). 1 = fixed.\n"
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"PortraitFix=1\n"
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"; NVIDIA RTX Remix support. auto = the Remix profile when \".trex\\NvRemixBridge.exe\" is next to the game, else normal;\n"
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"; remix = force the profile; d3d9 = never. The profile turns off MenuScale filtering, HudScale, AntiAliasing, Sharpen, SSAO,\n"
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"; Anisotropy, TextureLodBias and Shaders. The next four apply to the Remix profile only.\n"
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"Renderer=auto\n"
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"; Draw a sky in the fog colour so Remix has one.\n"
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"RemixSky=1\n"
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"; Do not draw the shadow pass (Remix would take it for the main camera).\n"
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"RemixSkipOffscreen=1\n"
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"; Build the game's mouse pointer in the game process (Remix shows none).\n"
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"RemixCursor=1\n"
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"; A dim directional light in the menus: red,green,blue, or off.\n"
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"RemixMenuLight=0.10,0.022,0.013\n"
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"\n"
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"[Camera]\n"
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"; An empty setting is off (the game's own value).\n"
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"; Field of view. auto = a wide screen sees more to the sides instead of less above and below; game = the original view;\n"
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"; or a vertical angle in degrees from 20 to 100, e.g. 55.\n"
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"FOV=auto\n"
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"; Zoom out further: 1.5 or 2 times the game's limit (at most 4). Fog and view distance move out with the camera.\n"
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"MaxZoom=\n"
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"; Flattest camera angle in degrees (at least 5; the game stops at 32).\n"
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"MinPitch=\n"
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"; Steepest camera angle in degrees (at most 89; the game stops at 85).\n"
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"MaxPitch=\n"
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"; Zoom per mouse-wheel notch as a fraction of the zoom range (at most 0.9; the game uses 0.25), e.g. 0.1.\n"
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"ZoomStep=\n"
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"\n"
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"[Photo]\n"
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"; Photo mode: pauses a single-player game (never multiplayer), hides the interface and names, frees the camera limits.\n"
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"; A key is a name (Insert, Return, Delete, PageUp, PageDown, Home, End, Pause, F1-F12, a letter or digit, ...) or a\n"
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"; virtual-key number; none = off.\n"
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"; Toggle photo mode (the same key leaves it; Escape also does). none turns the whole photo mode off.\n"
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"Key=Insert\n"
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"; In photo mode: save a PNG of the world without the interface into the game's Screenshots folder (needs Mode=borderless).\n"
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"CaptureKey=Return\n"
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"; In photo mode: detach the camera from the party (W A S D fly, R / F up / down, arrows or the middle button look, wheel =\n"
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"; forward / back, Shift = fast); the same key brings the party camera back.\n"
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"FreeCameraKey=Delete\n"
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"; In photo mode, hold: wider / narrower field of view.\n"
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"FovWiderKey=PageUp\n"
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"FovNarrowerKey=PageDown\n"
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"; Zoom limit in photo mode, times the game's (1-5).\n"
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"MaxZoom=3\n"
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"; Camera angle limits in photo mode, degrees above the ground (MinPitch 5-60, MaxPitch 60-89).\n"
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"MinPitch=10\n"
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"MaxPitch=89\n"
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"; Field of view limits in degrees (FovMin 10-60, FovMax 60-140) and speed in degrees per second (5-120).\n"
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"FovMin=20\n"
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"FovMax=110\n"
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"FovSpeed=30\n"
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"; Free camera speed in metres per second (0.5-60).\n"
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"FreeCameraSpeed=6\n"
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"; How far the free camera may leave the loaded part of the world (0-500). 0 = from the map.\n"
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"FreeCameraRadius=0\n"
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"; 1 = no selection rings and no hover outline in the picture, 0 = keep them.\n"
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"HideSelection=1\n"
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"\n"
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"\n"
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"; ======================================================================================================================\n"
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"; DS2BrokenWorld.asi - starts Broken World, imports Steam heroes and old saves, frame-rate fix, DLL search\n"
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"; ======================================================================================================================\n"
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"\n"
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"[BrokenWorld]\n"
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"; Starting the game starts Broken World when it is installed in the \"Broken World\" folder (hold Shift for the original game).\n"
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"; auto = do that; off = never start Broken World.\n"
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"Launch=auto\n"
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"; Before starting Broken World, rename the 2018 repack's Resources\\Widescreen Fix.ds2res to .off: DS2Widescreen does its job, and\n"
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"; it changes the game data checksum, so players with and without it could not join each other. 0 = keep it.\n"
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"RetireWidescreenFix=1\n"
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"; Broken World can read heroes made in the Steam game (it refused their file format). 1 = allow.\n"
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"AcceptSteamParties=1\n"
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"; Heroes are listed (single player, multiplayer, the vault) when they were made with a known edition of the game, by content id:\n"
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"; D4EE6791 Steam Dungeon Siege 2 v2.3 D4EE4A9F the GOG exe (fixed files v3)\n"
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"; 790BFE9F Broken World 75112728 Broken World with the 2018 repack's Widescreen Fix.ds2res\n"
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"; CA03370A DE60C4EB 1A300219 older Dungeon Siege 2 versions (built into the games) AB123ABC the disc's premade heroes\n"
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"; The log names the edition (\"party made with the GOG exe\"). 0 = only what the game itself knows.\n"
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"AcceptKnownEditions=1\n"
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"; More content CRCs (hexadecimal, separated by comma or space) whose heroes are accepted, e.g. a modded game's id from the log.\n"
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"AcceptContentCrcs=\n"
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"; Single player only: also list heroes saved with other game data (a mod, a retail install). The log says \"unknown game data,\n"
|
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"; accepted in single player\". Multiplayer and the vault stay strict for ids not in the table above. 0 = off.\n"
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"AcceptAnySaveSinglePlayer=1\n"
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"; The frame-rate fix for PCs where Windows runs its hypervisor (Memory Integrity, WSL2, Hyper-V, Docker...). 1 = on.\n"
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"FastCpuid=1\n"
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"; Undo a repacker's edits of Broken World's mouse handling (cursor recentring). 1 = on.\n"
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"RestoreMouse=1\n"
|
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"; Let Broken World find binkw32.dll and mss32.dll in the main game's system folder when its own is missing. 1 = on.\n"
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"SystemDllSearch=1\n"
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"; The Dungeon Siege 2 folder, if Broken World is not in a \"Broken World\" folder inside it. Empty = the folder above.\n"
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"BaseGame=\n"
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"\n"
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"\n"
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"; ======================================================================================================================\n"
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"; DS2ModLoader.asi - drop-in mods (a \"Mods\" folder next to DungeonSiege2.exe, one folder per mod)\n"
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"; ======================================================================================================================\n"
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"\n"
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"[ModLoader]\n"
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"; 0 = load no mods\n"
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"Enabled=1\n"
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"; The mods folder, relative to the game's folder (or a full path). Each mod is a folder in it.\n"
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"Folder=Mods\n"
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"; 0 = only archives (.ds2res/.ds2map), no loose files (and no glTF files)\n"
|
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"LooseFiles=1\n"
|
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"; Broken World: also load the main game's Mods folder (before Broken World's own). Which of those mods Broken World takes is\n"
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"; up to each mod (optional file <mod folder>\\modinfo.ini: [Mod] Games=ds2 / bw / both). Without Games=, a main-folder mod\n"
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"; loads in both games, but in Broken World its loose files whose path Broken World's own archives also hold are skipped.\n"
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"BaseGameMods=1\n"
|
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"; glTF models (.glb/.gltf) in mods are used directly (converted at start-up into Mods\\.cache when they changed). 0 = ignore.\n"
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"GLTF=1\n"
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"\n"
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"\n"
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"[Settings]\n"
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"; Written by the plugins - do not edit. Which defaults this file has been brought up to. When a version changes the default of a\n"
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"; setting, a value that is still the old default is changed once, then this number is raised so it is never done again (a file\n"
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"; without this line is from 1.2.x). Values you set yourself are never touched.\n"
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"Version=2\n";
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} // namespace ds2
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