[docks] dock_1_selected_tab_idx=0 dock_2_selected_tab_idx=0 dock_3_selected_tab_idx=0 dock_4_selected_tab_idx=0 dock_5_selected_tab_idx=0 dock_6_selected_tab_idx=0 dock_7_selected_tab_idx=0 dock_8_selected_tab_idx=0 dock_floating={} dock_split_2=0 dock_split_3=0 dock_hsplit_1=0 dock_hsplit_2=317 dock_hsplit_3=-424 dock_hsplit_4=0 dock_filesystem_split=0 dock_filesystem_display_mode=0 dock_filesystem_file_sort=0 dock_filesystem_file_list_display_mode=1 dock_filesystem_selected_paths=PackedStringArray("res://primitives/pallet/purple_glow.tres") dock_filesystem_uncollapsed_paths=PackedStringArray("res://", "res://rooms/", "res://rooms/purple/", "res://primitives/", "res://primitives/pallet/", "res://player/", "res://objectives/", "res://levels/", "res://cubes/", "res://cubes/physics/") dock_3="Scene,Import" dock_4="FileSystem" dock_5="Inspector,Node,History" [EditorNode] open_scenes=PackedStringArray("res://levels/purple/parkour/level_p_p_1.tscn", "res://player/player_node_purple.tscn") current_scene="res://levels/purple/parkour/level_p_p_1.tscn" center_split_offset=0 selected_default_debugger_tab_idx=0 selected_main_editor_idx=2 selected_bottom_panel_item=1 [ScriptEditor] open_scripts=["res://primitives/button/button.gd", "res://cubes/tile/cube_tile.gd", "res://cubes/physics/follow_down.gd", "res://primitives/fractal.gd", "res://player/fractal_indicator.gd", "res://globals.gd", "res://primitives/gravity_changer/gravity_changer.gd", "res://primitives/init_level.gd", "res://primitives/death/kill_cube.gd", "res://audio/music/music_engine.gd", "res://objectives/objective.gd", "res://objectives/objective_switcher.gd", "res://cubes/physics/physics_death.gd", "res://player/player_moves.gd", "res://rooms/purple/purple_animation.gd", "res://README.md", "res://ui/scale_ui.gd", "res://player/seek_level.gd", "res://primitives/sticky.gd", "res://cubes/tile/tile_push.gd", "res://cubes/tile/track_parent.gd"] selected_script="res://player/player_moves.gd" open_help=[] script_split_offset=70 list_split_offset=0 [ShaderEditor] open_shaders=[] split_offset=0 selected_shader=""