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Merge b71a5332f3
into 499f2284bd
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commit
0c1be634c3
19 changed files with 410 additions and 68 deletions
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@ -679,20 +679,23 @@ enable_waving_water (Waving liquids) bool false
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# 0.0 = Wave doesn't move at all.
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# Default is 1.0 (1/2 node).
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#
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# Requires: enable_waving_water
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water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
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# Length of liquid waves.
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#
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# Requires: enable_waving_water
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water_wave_length (Waving liquids wavelength) float 20.0 0.1
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# How fast liquid waves will move. Higher = faster.
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# If negative, liquid waves will move backwards.
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#
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# Requires: enable_waving_water
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water_wave_speed (Waving liquids wave speed) float 5.0
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# When enabled, crude liquid reflections are simulated.
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# Wave height, length and speed will affect these reflections.
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#
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# Requires: enable_dynamic_shadows
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enable_water_reflections (Liquid reflections) bool false
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[**Dynamic shadows]
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# Set to true to enable Shadow Mapping.
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@ -753,6 +756,11 @@ shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
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# Requires: enable_dynamic_shadows, opengl
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shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
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# Tint sunlight during sunrise/sunset.
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#
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# Requires: enable_dynamic_shadows, opengl
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enable_sun_tint (Tinted sunlight) bool false
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[**Post Processing]
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# Enables the post processing pipeline.
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@ -781,6 +789,14 @@ enable_auto_exposure (Enable Automatic Exposure) bool false
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# Requires: enable_post_processing, enable_auto_exposure
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exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# Set the post processing gamma value.
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# Higher values give lower contrast and vice versa.
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# Range: from 1.0 to 5.0
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# Default: 1.6
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#
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# Requires: enable_post_processing, tone_mapping
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secondstage_gamma (Gamma) float 1.6 1.0 5.0
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# Apply dithering to reduce color banding artifacts.
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# Dithering significantly increases the size of losslessly-compressed
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# screenshots and it works incorrectly if the display or operating system
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@ -801,11 +817,20 @@ enable_bloom (Enable Bloom) bool false
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# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
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#
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# Requires: enable_post_processing, enable_bloom
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enable_volumetric_lighting (Volumetric lighting) bool false
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enable_volumetric_lighting (Volumetric Lighting) bool false
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# Make volumetrics weaker against closer objects to emulate physical volumetrics.
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#
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# Requires: enable_post_processing, enable_bloom, enable_volumetric_lighting
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enable_volumetric_depth_attenuation (Volumetric Depth Attenuation) bool false
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[**Other Effects]
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# Makes the color of light fog more saturated.
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enable_tinted_fog (Tinted fog) bool false
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# Simulate translucency when looking at foliage in the sunlight.
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# It is recommended to use this with the leaves style set to fancy.
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#
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# Requires: enable_dynamic_shadows
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enable_translucent_foliage (Translucent foliage) bool false
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