1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Update minetest.conf.example and settings_translation_file.cpp

This commit is contained in:
updatepo.sh 2025-02-09 13:23:22 +01:00 committed by sfan5
parent 3f58def52f
commit 0549b6ed0d
2 changed files with 81 additions and 111 deletions

View file

@ -189,6 +189,8 @@
# to the game world only, keeping the GUI intact.
# It should give a significant performance boost at the cost of less detailed image.
# Higher values result in a less detailed image.
# Note: Undersampling is currently not supported if the "3d_mode" setting is set
# to a non-default value.
# type: int min: 1 max: 8
# undersampling = 1
@ -202,7 +204,6 @@
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# Note that the interlaced mode requires shaders to be enabled.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
# 3d_mode = none
@ -310,11 +311,7 @@
### Clouds
# Clouds are a client-side effect.
# type: bool
# enable_clouds = true
# Use 3D cloud look instead of flat.
# Allow clouds to look 3D instead of flat.
# type: bool
# enable_3d_clouds = true
@ -341,6 +338,7 @@
# trilinear_filter = false
# Use anisotropic filtering when looking at textures from an angle.
# This provides a significant improvement when used together with mipmapping.
# type: bool
# anisotropic_filter = false
@ -349,16 +347,18 @@
# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing
# (incompatible with Post Processing and Undersampling)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
#
# * FXAA - Fast approximate antialiasing (requires shaders)
# If Post Processing is disabled, changing FSAA requires a restart.
# Also, if Post Processing is disabled, FSAA will not work together with
# undersampling or a non-default "3d_mode" setting.
#
# * FXAA - Fast approximate antialiasing
# Applies a post-processing filter to detect and smoothen high-contrast edges.
# Provides balance between speed and image quality.
#
# * SSAA - Super-sampling antialiasing (requires shaders)
# * SSAA - Super-sampling antialiasing
# Renders higher-resolution image of the scene, then scales down to reduce
# the aliasing effects. This is the slowest and the most accurate method.
# type: enum values: none, fsaa, fxaa, ssaa
@ -412,10 +412,6 @@
# type: bool
# performance_tradeoffs = false
# Adds particles when digging a node.
# type: bool
# enable_particles = true
### Waving Nodes
# Set to true to enable waving leaves.
@ -474,29 +470,17 @@
# type: bool
# shadow_map_texture_32bit = true
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
# type: bool
# shadow_poisson_filter = true
# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
# type: enum values: 0, 1, 2
# shadow_filters = 1
# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
# Enable colored shadows for transculent nodes.
# This is expensive.
# type: bool
# shadow_map_color = false
# Spread a complete update of shadow map over given number of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
# type: int min: 1 max: 16
# shadow_update_frames = 8
# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 15.0
@ -579,8 +563,7 @@
# type: float min: 0 max: 1
# sound_volume_unfocused = 0.3
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# Whether to mute sounds. You can unmute sounds at any time.
# In-game, you can toggle the mute state with the mute key or by using the
# pause menu.
# type: bool
@ -630,13 +613,6 @@
# type: bool
# gui_scaling_filter = false
# When gui_scaling_filter_txr2img is true, copy those images
# from hardware to software for scaling. When false, fall back
# to the old scaling method, for video drivers that don't
# properly support downloading textures back from hardware.
# type: bool
# gui_scaling_filter_txr2img = true
# Delay showing tooltips, stated in milliseconds.
# type: int min: 0 max: 1.844674407371e+19
# tooltip_show_delay = 400
@ -708,7 +684,7 @@
# The URL for the content repository
# type: string
# contentdb_url = https://content.minetest.net
# contentdb_url = https://content.luanti.org
# If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
# check for package updates when opening the mainmenu.
@ -720,7 +696,7 @@
# as defined by the Free Software Foundation.
# You can also specify content ratings.
# These flags are independent from Luanti versions,
# so see a full list at https://content.minetest.net/help/content_flags/
# so see a full list at https://content.luanti.org/help/content_flags/
# type: string
# contentdb_flag_blacklist = nonfree, desktop_default
@ -741,10 +717,10 @@
# URL to the server list displayed in the Multiplayer Tab.
# type: string
# serverlist_url = servers.minetest.net
# serverlist_url = https://servers.luanti.org
# If enabled, account registration is separate from login in the UI.
# If disabled, new accounts will be registered automatically when logging in.
# If enabled, server account registration is separate from login in the UI.
# If disabled, connecting to a server will automatically register a new account.
# type: bool
# enable_split_login_register = true
@ -756,7 +732,7 @@
## Server
# Name of the player.
# When running a server, clients connecting with this name are admins.
# When running a server, a client connecting with this name is admin.
# When starting from the main menu, this is overridden.
# type: string
# name =
@ -773,11 +749,11 @@
# Domain name of server, to be displayed in the serverlist.
# type: string
# server_address = game.minetest.net
# server_address = game.example.net
# Homepage of server, to be displayed in the serverlist.
# type: string
# server_url = https://minetest.net
# server_url = https://game.example.net
# Automatically report to the serverlist.
# type: bool
@ -789,7 +765,7 @@
# Announce to this serverlist.
# type: string
# serverlist_url = servers.minetest.net
# serverlist_url = https://servers.luanti.org
# Message of the day displayed to players connecting.
# type: string
@ -838,7 +814,6 @@
# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
# type: bool
# ipv6_server = false
@ -2737,9 +2712,9 @@
### Graphics
# Shaders are a fundamental part of rendering and enable advanced visual effects.
# Enables debug and error-checking in the OpenGL driver.
# type: bool
# enable_shaders = true
# opengl_debug = false
# Path to shader directory. If no path is defined, default location will be used.
# type: path
@ -2757,20 +2732,17 @@
# type: int min: 0 max: 128
# transparency_sorting_distance = 16
# Draw transparency sorted triangles grouped by their mesh buffers.
# This breaks transparency sorting between mesh buffers, but avoids situations
# where transparency sorting would be very slow otherwise.
# type: bool
# transparency_sorting_group_by_buffers = true
# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
# type: int min: 1 max: 62
# type: int min: 8 max: 62
# cloud_radius = 12
# Whether node texture animations should be desynchronized per mapblock.
# type: bool
# desynchronize_mapblock_texture_animation = false
# Enables caching of facedir rotated meshes.
# This is only effective with shaders disabled.
# type: bool
# enable_mesh_cache = false
# Delay between mesh updates on the client in ms. Increasing this will slow
# down the rate of mesh updates, thus reducing jitter on slower clients.
# type: int min: 0 max: 50
@ -2781,6 +2753,11 @@
# type: int min: 0 max: 8
# mesh_generation_threads = 0
# All mesh buffers with less than this number of vertices will be merged
# during map rendering. This improves rendering performance.
# type: int min: 0 max: 1000
# mesh_buffer_min_vertices = 300
# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
@ -2805,12 +2782,11 @@
# type: enum values: disable, enable, force
# autoscale_mode = disable
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# When using bilinear/trilinear filtering, low-resolution textures
# can be blurred, so this option automatically upscales them to preserve
# crisp pixels. This defines the minimum texture size for the upscaled textures;
# higher values look sharper, but require more memory.
# This setting is ONLY applied if any of the mentioned filters are enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
# type: int min: 1 max: 32768
@ -2824,9 +2800,22 @@
# type: int min: 1 max: 16
# client_mesh_chunk = 1
# Enables debug and error-checking in the OpenGL driver.
# Decide the color depth of the texture used for the post-processing pipeline.
# Reducing this can improve performance, but some effects (e.g. debanding)
# require more than 8 bits to work.
# type: enum values: 8, 10, 16
# post_processing_texture_bits = 16
# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
# type: bool
# opengl_debug = false
# shadow_poisson_filter = true
# Spread a complete update of the shadow map over a given number of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# type: int min: 1 max: 32
# shadow_update_frames = 16
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:
@ -3057,10 +3046,6 @@
# type: int min: -1
# max_forceloaded_blocks = 16
# Interval of sending time of day to clients, stated in seconds.
# type: float min: 0.001
# time_send_interval = 5.0
# Interval of saving important changes in the world, stated in seconds.
# type: float min: 0.001
# server_map_save_interval = 5.3
@ -3071,7 +3056,7 @@
# server_unload_unused_data_timeout = 29
# Maximum number of statically stored objects in a block.
# type: int min: 1 max: 65535
# type: int min: 256 max: 65535
# max_objects_per_block = 256
# Length of time between active block management cycles, stated in seconds.
@ -3338,13 +3323,6 @@
# type: bool
# show_advanced = false
# Enables the sound system.
# If disabled, this completely disables all sounds everywhere and the in-game
# sound controls will be non-functional.
# Changing this setting requires a restart.
# type: bool
# enable_sound = true
# Key for moving the player forward.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key