; 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="coc-rpg" config/description="AI-driven single-player party RPG. Code owns state. AI owns text." config/version="0.01-alpha" run/main_scene="res://scenes/title/TitleScreen.tscn" config/features=PackedStringArray("4.7") [display] ; The DESIGN CANVAS stays 1920x1080 — the mockups (§16) are authored there, and every ; .tscn's offsets are in those coordinates. It is a logical canvas, not a demand on the ; monitor: canvas_items + keep scales it uniformly into whatever window it is given, so ; the UI never reflows, it only gets smaller. Nothing below changes a layout number. window/size/viewport_width=1920 window/size/viewport_height=1080 ; The WINDOW is what the laptop has to fit, and it is a different question. 1600x900 was ; larger than a 1600x900 laptop's *usable* area once the WM took its panel and titlebar, ; so the window manager clamped it to 1589x752 and the run came up pillarboxed. 1280x720 ; is 16:9 and fits any laptop this ships to; the window is resizable (Godot's default), ; and canvas_items rescales the canvas live on every resize. window/size/window_width_override=1280 window/size/window_height_override=720 window/size/resizable=true window/stretch/mode="canvas_items" ; keep = letterbox rather than distort or reflow. This IS Godot 4's default, so the editor ; prunes the line whenever it rewrites this file — that is cosmetic, not a behaviour change. window/stretch/aspect="keep"