# Boox War settings.
#
# Edit this with Notepad. It sits next to BooxWar.exe and is read when the
# game starts, so a change takes effect the next time you launch -- you never
# need a new download just because the server moved.

# The server the JOIN SERVER button connects to.
# Host name or IP address, optionally followed by :port (default is 27015).
server = 170.9.11.251

# What that button is labelled with. Cosmetic; call it whatever you like.
server_name = Boox War - main server

# Which main menu to show. "classic" is the panel of buttons; "art" is the
# painted one in assets/menu/. F7 switches between them while the game is
# running, if you would rather just look.
menu_style = classic

# The account server, for signing in. You should not need to touch these --
# they are only here so accounts keep working if the service ever moves.
account_host = auth.booxshoot.com
account_port = 8443

# Leave this EMPTY unless you have been told otherwise. Empty means the game
# checks the account server's certificate the way a browser does. Setting it
# pins one specific server key instead, which is only right for a server using
# a self-signed certificate.
account_key =

# Lighting. "rendered" lights the level with the lights the map was built
# with -- glowing fittings, pools of light, dark corners. "fast" replaces all
# of that with one even light from nowhere, which is cheaper and flatter.
#
# F8 switches between them while the game is running, if you would rather
# just look.
lighting = rendered

# Rendering work you can trade away if you need the frames. All three are
# wins on every machine measured -- they are settings so that a machine where
# they are not can turn them off.
#
# frustum_cull   skip the parts of the level that are off screen
# depth_prepass  work out what is visible before shading any of it
# texture_size   biggest level texture, in pixels. 0 keeps them as exported;
#                smaller uses less memory and looks softer up close.
frustum_cull = on
depth_prepass = on
texture_size = 1024

# Run with --profile to print the frame time once a second, or
# --profile-phases to also break it down (that one stalls the pipeline to
# measure, so it makes the frame slower than it really is).
