-- *************************************************************************************************
-- Your personal settings can be stored in 'user.cfg' so that they don't create
-- any conflicts for version control
-- *************************************************************************************************

-- Shaders are compiled in parallel in precache mode
r_ShadersAsyncCompiling = 3 

sys_float_exceptions = 0

-- temporary solution to prevent crashes when some DBA was relocated during defragmentation
ca_MemoryDefragEnabled = 0

-- fixed missing grass
e_MergedMeshesOutdoorOnly = 1

-- default size is 24MB which is not enough (J.H. - Vladimir suggests 512)
e_StreamCgfPoolSize=512

--------
-- Sound and music

-- Our implementation of ATL for FMOD Studio
s_AudioSystemImplementationName = CryAudioImplFmod
wh_sequence_fmod_event_name = "event:/music/music"
wh_snd_audio_xmls_dir = "/libs/gameaudio/"
--wh_sequence_music_path = "Music/kcd/"
--wh_sequence_main_widsh_file = "kcd.widsh"
-- Fallback is:
-- s_AudioSystemImplementationName = CryAudioImplFmodEx

-------------------------------------------------------------
-- WARHORSE

-- Sets the sample character as the default model that automatically loads in Character Editor
ca_CharEditModel="Objects/characters/humans/skeleton/male.cdf"

-- HDR
r_HDREyeAdaptationMode = 1
r_HDREyeAdaptationSpeed = 3

-- SVOTI
e_svoTI_MinVoxelOpacity = 0.01
e_svoTI_VegetationMaxOpacity = 1
e_svoTI_TemporalFilteringBase = 0.5 --Might introduce ghosting, but it seems that it was fixed in svoti
e_svoMaxAreaMeshSizeKB = 20000 --Fixes problem with some places not generating voxels

--detail shadows
e_ShadowsPerObject = 0

--near fog culling
r_fogDepthTest = -0.001

--Uberlods
wh_r_UberlodRatio = 3
wh_r_UberlodMode = 0

--Rain - all rain settings were moved to Engine\Config\CVarGroups\sys_spec_GameEffects.cfg

--player stands up when water level reaches this hight
wh_player_DeepWaterLevel =0.85

-- Using MNM
ai_useMNM = 1

-- Disable extra solid collider (for non-pushable characters like horse)
ac_enableExtraSolidCollider = 0

-- Turning off horse collision avoidance by default
wh_horse_CollisionAvoidance = 0

-- Fix for "WH Comment" (flash based 3D text entity)
r_DynTexSourceUseSharedRT = 0

-- Facial expressions sampling (by Mikee)
ca_FacialAnimationFramerate = 60

-- avoidance radius
ai_ExtraAvoidanceRadius = 0
ai_ExtraActorAvoidanceRadius = 0

-- missing eyes fix (including Neuhof)
ca_attachmentcullingration = 1000

-- shadercache log is not saved to *.cry file while saving level. (shadercache log is uded by offline shadercache generator. We have to re-enable it before building the final game)
wh_sys_DontSaveShadercacheLog = 1 

wh_ed_SkipPostLoadMNMRebuild = 1

wh_dirtSystem = 1

wh_ui_CopyrightMsgLeft = ""
wh_ui_CopyrightMsgRight = ""

r_SSReflCutoff = 0.5

ac_enableProceduralLeaning = 0

-- one for each blendspace animation instance, original 64 is way too small
ca_ParametricPoolSize = 256

-- periodic updates of the shadows cache (every 10sec) for correct shadows
e_ShadowsCacheUpdate = 2
e_ShadowsCacheInterval = 10

-- enable area lights
r_DeferredShadingAreaLights = 1

-- disable collisions between (living and living) and (living and rigid) entities
ac_disableLivingVsLivingCollisions = 1
ac_disableLivingVsRigidCollisions = 1

-- SSDO settings by !JH
r_ssdoAmountAmbient = 1
r_ssdoAmountDirect = 1.5
r_ssdoAmountReflection = 1.5
r_ssdoRadius = 0.3
r_ssdoRadiusMax = 2	
r_ssdoRadiusMin = 0.1
e_svoTI_DistantSsaoAmount = 1

-- vegetation settings
e_ViewDistRatioVegetation=50 

-- merged meshes
e_MergedMeshesLodRatio = 1
e_MergedMeshesInstanceDist = 1

-- LOD settings
e_LodFaceAreaTargetSize = 0.003

-- max time delta (our Timer.cpp change will apply this even to scaled framtime)
p_max_world_step = 0.25
t_MaxStep = 0.25

-- tries to mitigate issues with the aggressive occlusion culling
e_CoverageBufferAABBExpand = -0.1

-- we can't solve a sync file access in game right now
sys_PakLogInvalidFileAccess = 0
sys_PakMessageInvalidFileAccess = 0

wh_sys_version = "1.2.1"

sys_flash_address_space = 65536

