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Update minetest.conf.example and settings_translation_file.cpp
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2 changed files with 81 additions and 111 deletions
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@ -189,6 +189,8 @@
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# to the game world only, keeping the GUI intact.
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# It should give a significant performance boost at the cost of less detailed image.
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# Higher values result in a less detailed image.
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# Note: Undersampling is currently not supported if the "3d_mode" setting is set
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# to a non-default value.
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# type: int min: 1 max: 8
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# undersampling = 1
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@ -202,7 +204,6 @@
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# - topbottom: split screen top/bottom.
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# - sidebyside: split screen side by side.
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# - crossview: Cross-eyed 3d
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# Note that the interlaced mode requires shaders to be enabled.
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# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
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# 3d_mode = none
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@ -310,11 +311,7 @@
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### Clouds
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# Clouds are a client-side effect.
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# type: bool
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# enable_clouds = true
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# Use 3D cloud look instead of flat.
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# Allow clouds to look 3D instead of flat.
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# type: bool
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# enable_3d_clouds = true
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@ -341,6 +338,7 @@
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# trilinear_filter = false
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# Use anisotropic filtering when looking at textures from an angle.
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# This provides a significant improvement when used together with mipmapping.
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# type: bool
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# anisotropic_filter = false
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@ -349,16 +347,18 @@
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing
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# (incompatible with Post Processing and Undersampling)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# * FXAA - Fast approximate antialiasing (requires shaders)
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# If Post Processing is disabled, changing FSAA requires a restart.
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# Also, if Post Processing is disabled, FSAA will not work together with
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# undersampling or a non-default "3d_mode" setting.
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#
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# * FXAA - Fast approximate antialiasing
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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# Provides balance between speed and image quality.
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#
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# * SSAA - Super-sampling antialiasing (requires shaders)
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# * SSAA - Super-sampling antialiasing
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# Renders higher-resolution image of the scene, then scales down to reduce
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# the aliasing effects. This is the slowest and the most accurate method.
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# type: enum values: none, fsaa, fxaa, ssaa
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@ -412,10 +412,6 @@
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# type: bool
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# performance_tradeoffs = false
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# Adds particles when digging a node.
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# type: bool
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# enable_particles = true
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### Waving Nodes
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# Set to true to enable waving leaves.
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@ -474,29 +470,17 @@
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# type: bool
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# shadow_map_texture_32bit = true
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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# type: bool
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# shadow_poisson_filter = true
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# Define shadow filtering quality.
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# This simulates the soft shadows effect by applying a PCF or Poisson disk
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# but also uses more resources.
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# type: enum values: 0, 1, 2
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# shadow_filters = 1
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# Enable colored shadows.
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# On true translucent nodes cast colored shadows. This is expensive.
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# Enable colored shadows for transculent nodes.
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# This is expensive.
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# type: bool
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# shadow_map_color = false
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# Spread a complete update of shadow map over given number of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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# type: int min: 1 max: 16
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# shadow_update_frames = 8
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 15.0
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@ -579,8 +563,7 @@
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# type: float min: 0 max: 1
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# sound_volume_unfocused = 0.3
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# Whether to mute sounds. You can unmute sounds at any time, unless the
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# sound system is disabled (enable_sound=false).
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# Whether to mute sounds. You can unmute sounds at any time.
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# In-game, you can toggle the mute state with the mute key or by using the
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# pause menu.
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# type: bool
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@ -630,13 +613,6 @@
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# type: bool
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# gui_scaling_filter = false
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# When gui_scaling_filter_txr2img is true, copy those images
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# from hardware to software for scaling. When false, fall back
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# to the old scaling method, for video drivers that don't
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# properly support downloading textures back from hardware.
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# type: bool
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# gui_scaling_filter_txr2img = true
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# Delay showing tooltips, stated in milliseconds.
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# type: int min: 0 max: 1.844674407371e+19
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# tooltip_show_delay = 400
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@ -708,7 +684,7 @@
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# The URL for the content repository
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# type: string
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# contentdb_url = https://content.minetest.net
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# contentdb_url = https://content.luanti.org
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# If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
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# check for package updates when opening the mainmenu.
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@ -720,7 +696,7 @@
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# as defined by the Free Software Foundation.
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# You can also specify content ratings.
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# These flags are independent from Luanti versions,
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# so see a full list at https://content.minetest.net/help/content_flags/
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# so see a full list at https://content.luanti.org/help/content_flags/
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# type: string
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# contentdb_flag_blacklist = nonfree, desktop_default
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@ -741,10 +717,10 @@
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# URL to the server list displayed in the Multiplayer Tab.
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# type: string
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# serverlist_url = servers.minetest.net
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# serverlist_url = https://servers.luanti.org
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# If enabled, account registration is separate from login in the UI.
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# If disabled, new accounts will be registered automatically when logging in.
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# If enabled, server account registration is separate from login in the UI.
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# If disabled, connecting to a server will automatically register a new account.
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# type: bool
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# enable_split_login_register = true
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@ -756,7 +732,7 @@
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## Server
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# Name of the player.
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# When running a server, clients connecting with this name are admins.
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# When running a server, a client connecting with this name is admin.
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# When starting from the main menu, this is overridden.
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# type: string
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# name =
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@ -773,11 +749,11 @@
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# Domain name of server, to be displayed in the serverlist.
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# type: string
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# server_address = game.minetest.net
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# server_address = game.example.net
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# Homepage of server, to be displayed in the serverlist.
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# type: string
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# server_url = https://minetest.net
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# server_url = https://game.example.net
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# Automatically report to the serverlist.
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# type: bool
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# Announce to this serverlist.
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# type: string
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# serverlist_url = servers.minetest.net
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# serverlist_url = https://servers.luanti.org
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# Message of the day displayed to players connecting.
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# type: string
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@ -838,7 +814,6 @@
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# Enable/disable running an IPv6 server.
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# Ignored if bind_address is set.
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# Needs enable_ipv6 to be enabled.
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# type: bool
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# ipv6_server = false
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### Graphics
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# Shaders are a fundamental part of rendering and enable advanced visual effects.
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# Enables debug and error-checking in the OpenGL driver.
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# type: bool
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# enable_shaders = true
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# opengl_debug = false
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# Path to shader directory. If no path is defined, default location will be used.
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# type: path
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# type: int min: 0 max: 128
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# transparency_sorting_distance = 16
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# Draw transparency sorted triangles grouped by their mesh buffers.
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# This breaks transparency sorting between mesh buffers, but avoids situations
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# where transparency sorting would be very slow otherwise.
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# type: bool
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# transparency_sorting_group_by_buffers = true
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# Radius of cloud area stated in number of 64 node cloud squares.
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# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
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# type: int min: 1 max: 62
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# type: int min: 8 max: 62
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# cloud_radius = 12
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# Whether node texture animations should be desynchronized per mapblock.
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# type: bool
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# desynchronize_mapblock_texture_animation = false
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# Enables caching of facedir rotated meshes.
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# This is only effective with shaders disabled.
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# type: bool
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# enable_mesh_cache = false
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# Delay between mesh updates on the client in ms. Increasing this will slow
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# down the rate of mesh updates, thus reducing jitter on slower clients.
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# type: int min: 0 max: 50
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# type: int min: 0 max: 8
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# mesh_generation_threads = 0
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# All mesh buffers with less than this number of vertices will be merged
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# during map rendering. This improves rendering performance.
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# type: int min: 0 max: 1000
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# mesh_buffer_min_vertices = 300
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# True = 256
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# False = 128
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# Usable to make minimap smoother on slower machines.
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# type: enum values: disable, enable, force
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# autoscale_mode = disable
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# When using bilinear/trilinear/anisotropic filters, low-resolution textures
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# can be blurred, so automatically upscale them with nearest-neighbor
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# interpolation to preserve crisp pixels. This sets the minimum texture size
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# for the upscaled textures; higher values look sharper, but require more
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# memory. Powers of 2 are recommended. This setting is ONLY applied if
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# bilinear/trilinear/anisotropic filtering is enabled.
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# When using bilinear/trilinear filtering, low-resolution textures
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# can be blurred, so this option automatically upscales them to preserve
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# crisp pixels. This defines the minimum texture size for the upscaled textures;
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# higher values look sharper, but require more memory.
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# This setting is ONLY applied if any of the mentioned filters are enabled.
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# This is also used as the base node texture size for world-aligned
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# texture autoscaling.
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# type: int min: 1 max: 32768
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# type: int min: 1 max: 16
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# client_mesh_chunk = 1
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# Enables debug and error-checking in the OpenGL driver.
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# Decide the color depth of the texture used for the post-processing pipeline.
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# Reducing this can improve performance, but some effects (e.g. debanding)
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# require more than 8 bits to work.
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# type: enum values: 8, 10, 16
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# post_processing_texture_bits = 16
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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# type: bool
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# opengl_debug = false
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# shadow_poisson_filter = true
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# Spread a complete update of the shadow map over a given number of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# type: int min: 1 max: 32
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# shadow_update_frames = 16
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# Set to true to render debugging breakdown of the bloom effect.
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# In debug mode, the screen is split into 4 quadrants:
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# type: int min: -1
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# max_forceloaded_blocks = 16
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# Interval of sending time of day to clients, stated in seconds.
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# type: float min: 0.001
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# time_send_interval = 5.0
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# Interval of saving important changes in the world, stated in seconds.
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# type: float min: 0.001
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# server_map_save_interval = 5.3
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# server_unload_unused_data_timeout = 29
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# Maximum number of statically stored objects in a block.
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# type: int min: 1 max: 65535
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# type: int min: 256 max: 65535
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# max_objects_per_block = 256
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# Length of time between active block management cycles, stated in seconds.
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# type: bool
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# show_advanced = false
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# Enables the sound system.
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# If disabled, this completely disables all sounds everywhere and the in-game
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# sound controls will be non-functional.
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# Changing this setting requires a restart.
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# type: bool
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# enable_sound = true
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# Key for moving the player forward.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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# type: key
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