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Update minetest.conf.example and settings_translation_file.cpp
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2 changed files with 182 additions and 149 deletions
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@ -7,7 +7,7 @@
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# ../minetest.conf
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# ../../minetest.conf
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# Any other path can be chosen by passing the path as a parameter
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# to the program, eg. "minetest.exe --config ../minetest.conf.example".
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# to the program, eg. "luanti.exe --config ../minetest.conf.example".
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# Further documentation:
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# https://wiki.minetest.net/
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@ -85,9 +85,11 @@
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## Touchscreen
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# Enables touchscreen mode, allowing you to play the game with a touchscreen.
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# type: bool
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# enable_touch = true
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# Enables the touchscreen controls, allowing you to play the game with a touchscreen.
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# "auto" means that the touchscreen controls will be enabled and disabled
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# automatically depending on the last used input method.
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# type: enum values: auto, true, false
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# touch_controls = auto
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# Touchscreen sensitivity multiplier.
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# type: float min: 0.001 max: 10
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@ -123,7 +125,7 @@
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# Easy to use and well-known from other games that shall not be named.
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#
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# * long_tap
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# Known from the classic Minetest mobile controls.
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# Known from the classic Luanti mobile controls.
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# Combat is more or less impossible.
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# type: enum values: short_tap, long_tap
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# touch_punch_gesture = short_tap
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@ -190,37 +192,6 @@
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# type: int min: 1 max: 8
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# undersampling = 1
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### Graphics Effects
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# Allows liquids to be translucent.
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# type: bool
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# translucent_liquids = true
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces, if defined special_tiles are used
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# - Opaque: disable transparency
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# type: enum values: fancy, simple, opaque
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# leaves_style = fancy
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# Connects glass if supported by node.
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# type: bool
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# connected_glass = false
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# Enable smooth lighting with simple ambient occlusion.
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# Disable for speed or for different looks.
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# type: bool
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# smooth_lighting = true
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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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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### 3D
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# 3D support.
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@ -347,6 +318,10 @@
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# type: bool
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# enable_3d_clouds = true
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# Use smooth cloud shading.
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# type: bool
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# soft_clouds = false
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### Filtering and Antialiasing
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# Use mipmaps when scaling textures. May slightly increase performance,
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# type: bool
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# enable_raytraced_culling = true
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## Shaders
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## Effects
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# Shaders allow advanced visual effects and may increase performance on some video
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# cards.
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# Allows liquids to be translucent.
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# type: bool
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# enable_shaders = true
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# translucent_liquids = true
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# Leaves style:
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# - Fancy: all faces visible
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# - Simple: only outer faces
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# - Opaque: disable transparency
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# type: enum values: fancy, simple, opaque
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# leaves_style = fancy
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# Connects glass if supported by node.
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# type: bool
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# connected_glass = false
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# Enable smooth lighting with simple ambient occlusion.
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# type: bool
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# smooth_lighting = true
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# Enables tradeoffs that reduce CPU load or increase rendering performance
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# at the expense of minor visual glitches that do not impact game playability.
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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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# type: bool
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# debanding = true
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### Bloom
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# Set to true to enable bloom effect.
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# Bright colors will bleed over the neighboring objects.
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# type: bool
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# enable_bloom = false
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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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# top-left - processed base image, top-right - final image
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# bottom-left - raw base image, bottom-right - bloom texture.
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# type: bool
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# enable_bloom_debug = false
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# Defines how much bloom is applied to the rendered image
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# Smaller values make bloom more subtle
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# Range: from 0.01 to 1.0, default: 0.05
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# type: float min: 0.01 max: 1
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# bloom_intensity = 0.05
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# Defines the magnitude of bloom overexposure.
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# Range: from 0.1 to 10.0, default: 1.0
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# type: float min: 0.1 max: 10
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# bloom_strength_factor = 1.0
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# Logical value that controls how far the bloom effect spreads
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# from the bright objects.
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# Range: from 0.1 to 8, default: 1
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# type: float min: 0.1 max: 8
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# bloom_radius = 1
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# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
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# type: bool
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# enable_volumetric_lighting = false
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### Other Effects
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# Simulate translucency when looking at foliage in the sunlight.
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# type: bool
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# enable_translucent_foliage = false
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# Apply specular shading to nodes.
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# type: bool
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# enable_node_specular = false
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# When enabled, liquid reflections are simulated.
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# type: bool
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# enable_water_reflections = false
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## Audio
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# Volume of all sounds.
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### GUI
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# When enabled, the GUI is optimized to be more usable on touchscreens.
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# Whether this is enabled by default depends on your hardware form-factor.
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# type: bool
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# touch_gui = false
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# Scale GUI by a user specified value.
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# Use a nearest-neighbor-anti-alias filter to scale the GUI.
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# This will smooth over some of the rough edges, and blend
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# type: float min: 0.5 max: 20
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# gui_scaling = 1.0
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# Enables smooth scrolling.
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# type: bool
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# smooth_scrolling = true
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# Enables animation of inventory items.
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# type: bool
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# inventory_items_animations = false
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# type: bool
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# show_nametag_backgrounds = true
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# Whether to show the client debug info (has the same effect as hitting F5).
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# type: bool
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# show_debug = false
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# Radius to use when the block bounds HUD feature is set to near blocks.
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# type: int min: 0 max: 1000
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# show_block_bounds_radius_near = 4
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# Maximum proportion of current window to be used for hotbar.
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# Useful if there's something to be displayed right or left of hotbar.
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# type: float min: 0.001 max: 1
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# hud_hotbar_max_width = 1.0
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### Chat
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# Maximum number of recent chat messages to show
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# type: int min: 0 max: 255
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# console_alpha = 200
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# Maximum proportion of current window to be used for hotbar.
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# Useful if there's something to be displayed right or left of hotbar.
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# type: float min: 0.001 max: 1
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# hud_hotbar_max_width = 1.0
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# Clickable weblinks (middle-click or Ctrl+left-click) enabled in chat console output.
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# type: bool
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# clickable_chat_weblinks = true
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# type: string
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# contentdb_url = https://content.minetest.net
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# If enabled and you have ContentDB packages installed, Minetest may contact ContentDB to
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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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# type: bool
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# contentdb_enable_updates_indicator = true
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# "nonfree" can be used to hide packages which do not qualify as 'free software',
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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 Minetest versions,
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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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# type: string
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# contentdb_flag_blacklist = nonfree, desktop_default
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# type: bool
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# enable_split_login_register = true
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# URL to JSON file which provides information about the newest Minetest release.
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# URL to JSON file which provides information about the newest Luanti release.
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# If this is empty the engine will never check for updates.
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# type: string
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# update_information_url = https://www.minetest.net/release_info.json
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# Name of the server, to be displayed when players join and in the serverlist.
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# type: string
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# server_name = Minetest server
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# server_name = Luanti server
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# Description of server, to be displayed when players join and in the serverlist.
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# type: string
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# type: bool
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# server_announce = false
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# Send names of online players to the serverlist. If disabled only the player count is revealed.
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# type: bool
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# server_announce_send_players = true
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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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# Older clients are compatible in the sense that they will not crash when connecting
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# to new servers, but they may not support all new features that you are expecting.
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# This allows for more fine-grained control than strict_protocol_version_checking.
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# Minetest still enforces its own internal minimum, and enabling
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# Luanti still enforces its own internal minimum, and enabling
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# strict_protocol_version_checking will effectively override this.
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# type: int min: 1 max: 65535
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# protocol_version_min = 1
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# type: string
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# basic_privs = interact, shout
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# If enabled, disable cheat prevention in multiplayer.
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# type: bool
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# disable_anticheat = false
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# Server anticheat configuration.
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# Flags are positive. Uncheck the flag to disable corresponding anticheat module.
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# type: flags possible values: digging, interaction, movement
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# anticheat_flags = digging,interaction,movement
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# Tolerance of movement cheat detector.
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# Increase the value if players experience stuttery movement.
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# type: float min: 1
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# anticheat_movement_tolerance = 1.0
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# If enabled, actions are recorded for rollback.
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# This option is only read when server starts.
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# Global map generation attributes.
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# In Mapgen v6 the 'decorations' flag controls all decorations except trees
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# and jungle grass, in all other mapgens this flag controls all decorations.
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# type: flags possible values: caves, dungeons, light, decorations, biomes, ores, nocaves, nodungeons, nolight, nodecorations, nobiomes, noores
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# type: flags possible values: caves, dungeons, light, decorations, biomes, ores
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# mg_flags = caves,dungeons,light,decorations,biomes,ores
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## Biome API
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## Mapgen V5
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# Map generation attributes specific to Mapgen v5.
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# type: flags possible values: caverns, nocaverns
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# type: flags possible values: caverns
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# mgv5_spflags = caverns
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
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# the 'jungles' flag is ignored.
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# The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
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# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples, nojungles, nobiomeblend, nomudflow, nosnowbiomes, noflat, notrees, notemples
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# type: flags possible values: jungles, biomeblend, mudflow, snowbiomes, flat, trees, temples
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# mgv6_spflags = jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples
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# Deserts occur when np_biome exceeds this value.
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# 'ridges': Rivers.
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# 'floatlands': Floating land masses in the atmosphere.
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# 'caverns': Giant caves deep underground.
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# type: flags possible values: mountains, ridges, floatlands, caverns, nomountains, noridges, nofloatlands, nocaverns
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# type: flags possible values: mountains, ridges, floatlands, caverns
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# mgv7_spflags = mountains,ridges,nofloatlands,caverns
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# Y of mountain density gradient zero level. Used to shift mountains vertically.
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## Mapgen Carpathian
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# Map generation attributes specific to Mapgen Carpathian.
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# type: flags possible values: caverns, rivers, nocaverns, norivers
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# type: flags possible values: caverns, rivers
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# mgcarpathian_spflags = caverns,norivers
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# Defines the base ground level.
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# Map generation attributes specific to Mapgen Flat.
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# Occasional lakes and hills can be added to the flat world.
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# type: flags possible values: lakes, hills, caverns, nolakes, nohills, nocaverns
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# type: flags possible values: lakes, hills, caverns
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# mgflat_spflags = nolakes,nohills,nocaverns
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# Y of flat ground.
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# Map generation attributes specific to Mapgen Fractal.
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# 'terrain' enables the generation of non-fractal terrain:
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# ocean, islands and underground.
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# type: flags possible values: terrain, noterrain
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# type: flags possible values: terrain
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# mgfractal_spflags = terrain
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# Controls width of tunnels, a smaller value creates wider tunnels.
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# 'vary_river_depth': If enabled, low humidity and high heat causes rivers
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# to become shallower and occasionally dry.
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# 'altitude_dry': Reduces humidity with altitude.
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# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry, noaltitude_chill, nohumid_rivers, novary_river_depth, noaltitude_dry
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# type: flags possible values: altitude_chill, humid_rivers, vary_river_depth, altitude_dry
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# mgvalleys_spflags = altitude_chill,humid_rivers,vary_river_depth,altitude_dry
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# The vertical distance over which heat drops by 20 if 'altitude_chill' is
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# instrument.chatcommand = true
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# Instrument global callback functions on registration.
|
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# (anything you pass to a minetest.register_*() function)
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# (anything you pass to a core.register_*() function)
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# type: bool
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# instrument.global_callback = true
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### Graphics
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||||
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# Shaders are a fundamental part of rendering and enable advanced visual effects.
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# type: bool
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# enable_shaders = true
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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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# shader_path =
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# The rendering back-end.
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# Note: A restart is required after changing this!
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# OpenGL is the default for desktop, and OGLES2 for Android.
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# Shaders are supported by everything but OGLES1.
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# type: enum values: , opengl, opengl3, ogles1, ogles2
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# type: enum values: , opengl, opengl3, ogles2
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# video_driver =
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# Distance in nodes at which transparency depth sorting is enabled
|
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# Use this to limit the performance impact of transparency depth sorting
|
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# Distance in nodes at which transparency depth sorting is enabled.
|
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# Use this to limit the performance impact of transparency depth sorting.
|
||||
# Set to 0 to disable it entirely.
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# type: int min: 0 max: 128
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# transparency_sorting_distance = 16
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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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# mesh_generation_interval = 0
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# Number of threads to use for mesh generation.
|
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# Value of 0 (default) will let Minetest autodetect the number of available threads.
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# Value of 0 (default) will let Luanti autodetect the number of available threads.
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||||
# type: int min: 0 max: 8
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# mesh_generation_threads = 0
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||||
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||||
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# type: bool
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# opengl_debug = false
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||||
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||||
# Set to true to render debugging breakdown of the bloom effect.
|
||||
# In debug mode, the screen is split into 4 quadrants:
|
||||
# top-left - processed base image, top-right - final image
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||||
# bottom-left - raw base image, bottom-right - bloom texture.
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||||
# type: bool
|
||||
# enable_bloom_debug = false
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||||
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### Sound
|
||||
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||||
# Comma-separated list of AL and ALC extensions that should not be used.
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||||
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### Networking
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||||
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||||
# Prometheus listener address.
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||||
# If Minetest is compiled with ENABLE_PROMETHEUS option enabled,
|
||||
# If Luanti is compiled with ENABLE_PROMETHEUS option enabled,
|
||||
# enable metrics listener for Prometheus on that address.
|
||||
# Metrics can be fetched on http://127.0.0.1:30000/metrics
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||||
# type: string
|
||||
|
@ -2940,10 +2965,6 @@
|
|||
# type: int min: -1 max: 2147483647
|
||||
# client_mapblock_limit = 7500
|
||||
|
||||
# Whether to show the client debug info (has the same effect as hitting F5).
|
||||
# type: bool
|
||||
# show_debug = false
|
||||
|
||||
# Maximum number of blocks that are simultaneously sent per client.
|
||||
# The maximum total count is calculated dynamically:
|
||||
# max_total = ceil((#clients + max_users) * per_client / 4)
|
||||
|
@ -2955,9 +2976,8 @@
|
|||
# type: float min: 0
|
||||
# full_block_send_enable_min_time_from_building = 2.0
|
||||
|
||||
# Maximum number of packets sent per send step, if you have a slow connection
|
||||
# try reducing it, but don't reduce it to a number below double of targeted
|
||||
# client number.
|
||||
# Maximum number of packets sent per send step in the low-level networking code.
|
||||
# You generally don't need to change this, however busy servers may benefit from a higher number.
|
||||
# type: int min: 1 max: 65535
|
||||
# max_packets_per_iteration = 1024
|
||||
|
||||
|
@ -2998,6 +3018,8 @@
|
|||
# Length of a server tick (the interval at which everything is generally updated),
|
||||
# stated in seconds.
|
||||
# Does not apply to sessions hosted from the client menu.
|
||||
# This is a lower bound, i.e. server steps may not be shorter than this, but
|
||||
# they are often longer.
|
||||
# type: float min: 0 max: 1
|
||||
# dedicated_server_step = 0.09
|
||||
|
||||
|
@ -3174,7 +3196,7 @@
|
|||
# type: float min: 0.5 max: 5
|
||||
# display_density_factor = 1
|
||||
|
||||
# Windows systems only: Start Minetest with the command line window in the background.
|
||||
# Windows systems only: Start Luanti with the command line window in the background.
|
||||
# Contains the same information as the file debug.txt (default name).
|
||||
# type: bool
|
||||
# enable_console = false
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue