#A list of x-offset presets that can be toggled via the 'Toggle X-Offset Presets' keybind. WARNING: Duplicate entries can result in undefined behavior!
presets_offset_x=[]
#A list of y-offset presets that can be toggled via the 'Toggle Y-Offset Presets' keybind. WARNING: Duplicate entries can result in undefined behavior!
presets_offset_y=[]
#A list of z-offset presets that can be toggled via the 'Toggle Z-Offset Presets' keybind. WARNING: Duplicate entries can result in undefined behavior!
presets_offset_z=[]
[camera.offset.min]
#When x-offset is limited this is the minimum amount.
#Whether or not to remember the last perspective used.
remember_last_perspective=true
#Whether or not to replace the default third person perspective.
replace_default_perspective=false
#Whether or not the first person perspective is enabled.
first_person_enabled=true
#Whether or not the third person front perspective is enabled.
third_person_front_enabled=true
#Whether or not the third person back perspective is enabled.
third_person_back_enabled=true
[player]
#Whether or not to adjust the player model transparency when view is obstructed. Changing this value may require a game restart to take full effect.
adjust_player_transparency=true
#Whether or not to turn the player model transparent when aiming. This config option only applies when adjust player transparency is enabled.
turn_player_transparent_when_aiming=false
#The angle at which the player will no longer be rendered when looking up. Set to 0 to disable.
# Default: 0.0
# Range: 0.0 ~ 90.0
hide_player_when_looking_up_angle=0.0
#Whether the x-rot of the player should follow the camera x-rot. This config option only applies when camera is decoupled.
player_x_rot_follows_camera=false
#Whether the y-rot of the player should follow the camera y-rot. This config option only applies when camera is decoupled.
player_y_rot_follows_camera=false
#The maximum angle to which the player y-rot follows the camera y-rot. This config option only applies when player y-rot follows camera option is enabled.
# Default: 90.0
# Range: 0.0 ~ 180.0
player_y_rot_follow_angle_limit=90.0
[player.turning]
#Whether to turn the player when using an item. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_using_item="ALWAYS"
#Whether to turn the player when attacking. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_attacking="REQUIRES_TARGET"
#Whether to turn the player when interacting with blocks. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_interacting="ALWAYS"
#Whether to turn the player when picking blocks or entities. This config option only applies when camera is decoupled.
#Allowed Values: ALWAYS, NEVER, REQUIRES_TARGET
when_picking="ALWAYS"
#The time in ticks the player will remain turned after the interaction has ended. Set to 0 to disable. This config option only applies when camera is decoupled.
# Default: 4
# Range: > 0
turning_lock_time=4
#The speed multiplier at which the player rotation converges to the movement direction of the player.
# Default: 0.25
# Range: 0.05000000074505806 ~ 1.0
turning_speed_multiplier=0.25
[object_picker]
#The raytrace distance used for the dynamic crosshair.
# Default: 400.0
# Range: 0.0 ~ 1.7976931348623157E308
custom_raytrace_distance=400.0
#Whether or not to use the custom raytrace distance used for the dynamic crosshair.
use_custom_raytrace_distance=true
[object_picker.pick_origin]
#The origin where the entity pick starts when using the static crosshair.
#Allowed Values: PLAYER, CAMERA
entity_pick_origin="PLAYER"
#The origin where the block pick starts when using the static crosshair.
#Allowed Values: PLAYER, CAMERA
block_pick_origin="PLAYER"
[object_picker.pick_vector]
#The vector direction of the raytrace when picking objects. This config option only applies when using the dynamic crosshair.
#Items that when held, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'.
#Items that when used, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. Example: 'minecraft:.*sword' matches 'minecraft:wooden_sword' and 'minecraft:netherite_sword'.
adaptive_crosshair_use_items=[]
#Item properties of an item, that when held, trigger the dynamic crosshair in adaptive mode.
#Items that when equipped in a curios slot, trigger the dynamic crosshair in adaptive mode. This config option supports regular expressions. The curios slot must be specified before the expression and is separated by an '@' character. Example: 'ring@angelring:.*_ring' matches 'angelring:diamond_ring' and 'angelring:angel_ring' when equipped in the 'ring' slot.
adaptive_crosshair_items=[]
#Item properties of an item, that when equipped in a curios slot, trigger the dynamic crosshair in adaptive mode. Example: 'necklace@charged'
adaptive_crosshair_item_properties=[]
[integrations.epicfight]
#Whether to allow target lock-on when camera is decoupled.