#Whether sub-levels can split when parts are separated
sub_level_splitting = true
#Sub-level splitting heatmap steps that take place per tick
# Default: 200
# Range: > 1
sub_level_splitting_heatmap_steps = 200
#The distance to network sub-levels to players at
# Default: 320.0
# Range: 1.0 ~ 1.7976931348623157E308
sub_level_tracking_range = 320.0
#The minimum y coordinate sub-levels can exist at
# Default: -10000.0
# Range: -Infinity ~ Infinity
sub_level_remove_min = -10000.0
#The maximum y coordinate sub-levels can exist at
# Default: 100000.0
# Range: -Infinity ~ Infinity
sub_level_remove_max = 100000.0
#The fraction of velocity that is retained when a sub-level is loaded in. A value of 0.0 will indicate that no velocity should be carried over, while a value of 1.0 would carry over 100% of velocity on load.
# Default: 0.9
# Range: 0.0 ~ 1.0
sub_level_velocity_retained_on_load = 0.9
#The strength multiplier applied to sub-level punching impulses
# Default: 2.1
# Range: 0.0 ~ Infinity
sub_level_punch_strength_multiplier = 2.1
#The strength multiplier applied to the vertical component of downward sub-level punching impulses (to prevent jumping by punching the ground while standing on something light)
# Default: 0.175
# Range: 0.0 ~ Infinity
sub_level_punch_downward_strength_multiplier = 0.175
#The cooldown in ticks between sub-level punches
# Default: 3
# Range: > 0
sub_level_punch_cooldown_ticks = 3
#If Sable should attempt to authenticate with clients and send them sub-level data over UDP
attempt_udp_networking = true
