return{VERSION="\048\046\052\046\050";RESET_TRANSFORM_ON_SKIP=true;YIELD_ON_COLLIDER_GATHER=false;ALLOW_LIVE_GAME_DEBUG=false,FAR_PLANE=500;FRUSTUM_FREQ=2,LOG_VERBOSE=false;RESET_BONE_ON_DESTROY=true,STARTUP_PRINT_ENABLED=true;DEBUG_OVERLAY_ENABLED=false,DEBUG_OVERLAY_TREE=true,DEBUG_OVERLAY_TREE_INFO=false,DEBUG_OVERLAY_TREE_OBJECTS=false,DEBUG_OVERLAY_TREE_NUMERICS=false,DEBUG_OVERLAY_TREE_OFFSET=0,DEBUG_OVERLAY_MAX_TREES=5,DEBUG_OVERLAY_BONE=true;DEBUG_OVERLAY_BONE_OFFSET=0;DEBUG_OVERLAY_MAX_BONES=-1,DEBUG_OVERLAY_BONE_INFO=false;DEBUG_OVERLAY_BONE_NUMERICS=false;DEBUG_OVERLAY_BONE_CONSTRAIN=false;DEBUG_OVERLAY_BONE_WELD=true,DEBUG_OVERLAY_BONE_FORCES=true}
-- Configuration

return {
	VERSION = "0.4.2",
	-- Controls if when an object is out of activation distance / fov if its bones should be sent back to their rest location.
	RESET_TRANSFORM_ON_SKIP = true,
	-- Wouldn't recommend enabling, controls if we should wait after each collider setup.
	YIELD_ON_COLLIDER_GATHER = false,
	-- Allows for debug tools out of studio
	ALLOW_LIVE_GAME_DEBUG = false,
	-- Maximum distance for field of view checks, if an object is out of this distance its skipped regardless of activation distance.
	FAR_PLANE = 500,
	-- Frequency of which we do frustum checks, 1 being every frame, 2 being every other frame, 3 being every 3rd frame and so on.
	FRUSTUM_FREQ = 2,
	-- Debug info in output, can lag the game.
	LOG_VERBOSE = false,
	-- Controls if we should reset bone positions when .Stop() is called
	RESET_BONE_ON_DESTROY = true,
	-- Enable or disable the startup print
	STARTUP_PRINT_ENABLED = true,
	-- Overlay config, not meant for end users
	DEBUG_OVERLAY_ENABLED = false, -- enable or disable when debug is enabled
	DEBUG_OVERLAY_TREE = true, -- enable tree debug
	DEBUG_OVERLAY_TREE_INFO = false,
	DEBUG_OVERLAY_TREE_OBJECTS = false,
	DEBUG_OVERLAY_TREE_NUMERICS = false,
	DEBUG_OVERLAY_TREE_OFFSET = 0, -- how offset into the roots we should be
	DEBUG_OVERLAY_MAX_TREES = 5, -- -1 for no max
	DEBUG_OVERLAY_BONE = true, -- enable bone debug info
	DEBUG_OVERLAY_BONE_OFFSET = 0, -- how offset into the bone tree we should be
	DEBUG_OVERLAY_MAX_BONES = -1, -- -1 for no max
	DEBUG_OVERLAY_BONE_INFO = false,
	DEBUG_OVERLAY_BONE_NUMERICS = false,
	DEBUG_OVERLAY_BONE_CONSTRAIN = false,
	DEBUG_OVERLAY_BONE_WELD = true,
	DEBUG_OVERLAY_BONE_FORCES = true,
}
