Add new defaults to Graphics settings to target High by default
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@@ -51,49 +51,49 @@ public:
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/// <summary>
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/// Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), DefaultValue(false), EditorDisplay(\"General\", \"Use V-Sync\")")
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API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"General\", \"Use V-Sync\")")
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bool UseVSync = false;
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/// <summary>
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/// Anti Aliasing quality setting.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1000), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"AA Quality\")")
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Quality AAQuality = Quality::Medium;
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API_FIELD(Attributes="EditorOrder(1000), EditorDisplay(\"Quality\", \"AA Quality\")")
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Quality AAQuality = Quality::High;
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/// <summary>
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/// Screen Space Reflections quality setting.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1100), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"SSR Quality\")")
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Quality SSRQuality = Quality::Medium;
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API_FIELD(Attributes="EditorOrder(1100), EditorDisplay(\"Quality\", \"SSR Quality\")")
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Quality SSRQuality = Quality::High;
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/// <summary>
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/// Screen Space Ambient Occlusion quality setting.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1200), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"SSAO Quality\")")
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Quality SSAOQuality = Quality::Medium;
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API_FIELD(Attributes="EditorOrder(1200), EditorDisplay(\"Quality\", \"SSAO Quality\")")
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Quality SSAOQuality = Quality::High;
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/// <summary>
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/// Volumetric Fog quality setting.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1250), DefaultValue(Quality.High), EditorDisplay(\"Quality\")")
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API_FIELD(Attributes="EditorOrder(1250), EditorDisplay(\"Quality\")")
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Quality VolumetricFogQuality = Quality::High;
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/// <summary>
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/// The shadows quality.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1300), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\")")
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Quality ShadowsQuality = Quality::Medium;
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API_FIELD(Attributes="EditorOrder(1300), EditorDisplay(\"Quality\")")
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Quality ShadowsQuality = Quality::High;
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/// <summary>
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/// The shadow maps quality (textures resolution).
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1310), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\")")
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Quality ShadowMapsQuality = Quality::Medium;
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API_FIELD(Attributes="EditorOrder(1310), EditorDisplay(\"Quality\")")
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Quality ShadowMapsQuality = Quality::High;
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/// <summary>
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/// Enables cascades splits blending for directional light shadows.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(1320), DefaultValue(false), EditorDisplay(\"Quality\", \"Allow CSM Blending\")")
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API_FIELD(Attributes="EditorOrder(1320), EditorDisplay(\"Quality\", \"Allow CSM Blending\")")
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bool AllowCSMBlending = false;
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/// <summary>
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@@ -130,7 +130,7 @@ public:
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/// <summary>
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/// The Global SDF quality. Controls the volume texture resolution and amount of cascades to use.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(2005), DefaultValue(Quality.High), EditorDisplay(\"Global SDF\")")
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API_FIELD(Attributes="EditorOrder(2005), EditorDisplay(\"Global SDF\")")
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Quality GlobalSDFQuality = Quality::High;
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#if USE_EDITOR
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@@ -144,7 +144,7 @@ public:
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/// <summary>
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/// The Global Illumination quality. Controls the quality of the GI effect.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(2100), DefaultValue(Quality.High), EditorDisplay(\"Global Illumination\")")
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API_FIELD(Attributes="EditorOrder(2100), EditorDisplay(\"Global Illumination\")")
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Quality GIQuality = Quality::High;
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/// <summary>
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@@ -156,7 +156,7 @@ public:
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/// <summary>
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/// Enables cascades splits blending for Global Illumination.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(2125), DefaultValue(false), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")")
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API_FIELD(Attributes="EditorOrder(2125), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")")
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bool GICascadesBlending = false;
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/// <summary>
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