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Update settingtypes (#13428)

* Move settings to correct sections
* Improve titles and descriptions
* Make defaults in settingtypes.txt and defaultsettings.cpp match

Fixes #9002
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rubenwardy 2023-04-14 22:32:25 +01:00 committed by GitHub
parent b89077187b
commit 5cd6a22dd3
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4 changed files with 164 additions and 155 deletions

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@ -18,24 +18,19 @@
## General
# If enabled, you can place blocks at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
# type: bool
# enable_build_where_you_stand = false
# Smooths camera when looking around. Also called look or mouse smoothing.
# Useful for recording videos.
# type: bool
# cinematic = false
# Smooths rotation of camera. 0 to disable.
# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
# type: float min: 0 max: 0.99
# camera_smoothing = 0.0
# Smooths rotation of camera in cinematic mode. 0 to disable.
# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys.
# type: float min: 0 max: 0.99
# cinematic_camera_smoothing = 0.7
# If enabled, you can place nodes at the position (feet + eye level) where you stand.
# This is helpful when working with nodeboxes in small areas.
# type: bool
# enable_build_where_you_stand = false
# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
# descending.
# type: bool
@ -103,15 +98,22 @@
### Screen
# Width component of the initial window size. Ignored in fullscreen mode.
# Width component of the initial window size.
# type: int min: 1 max: 65535
# screen_w = 1024
# Height component of the initial window size. Ignored in fullscreen mode.
# Height component of the initial window size.
# type: int min: 1 max: 65535
# screen_h = 600
# Whether the window is maximized.
# type: bool
# window_maximized = false
# Save window size automatically when modified.
# If true, screen size is saved in screen_w and screen_h, and whether the window
# is maximized is stored in window_maximized.
# (Autosaving window_maximized only works if compiled with SDL.)
# type: bool
# autosave_screensize = true
@ -131,7 +133,7 @@
# type: int min: 1 max: 4294967295
# fps_max = 60
# Vertical screen synchronization.
# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
# type: bool
# vsync = false
@ -218,13 +220,6 @@
### Camera
# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
# Only works on GLES platforms. Most users will not need to change this.
# Increasing can reduce artifacting on weaker GPUs.
# 0.1 = Default, 0.25 = Good value for weaker tablets.
# type: float min: 0 max: 0.25
# near_plane = 0.1
# Field of view in degrees.
# type: int min: 45 max: 160
# fov = 72
@ -242,7 +237,7 @@
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
# type: float min: 0.25 max: 4
# ambient_occlusion_gamma = 2.2
# ambient_occlusion_gamma = 1.8
### Screenshots
@ -362,6 +357,23 @@
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
### Occlusion Culling
# Type of occlusion_culler
#
# "loops" is the legacy algorithm with nested loops and O(n³) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
#
# This setting should only be changed if you have performance problems.
# type: enum values: bfs, loops
# occlusion_culler = bfs
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test for
# client mesh sizes smaller than 4x4x4 map blocks.
# type: bool
# enable_raytraced_culling = true
## Shaders
# Shaders allow advanced visual effects and may increase performance on some video
@ -370,15 +382,6 @@
# type: bool
# enable_shaders = true
### Tone Mapping
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
# type: bool
# tone_mapping = false
### Waving Nodes
# Set to true to enable waving leaves.
@ -430,13 +433,13 @@
# Maximum distance to render shadows.
# type: float min: 10 max: 1000
# shadow_map_max_distance = 120.0
# shadow_map_max_distance = 200.0
# Texture size to render the shadow map on.
# This must be a power of two.
# Bigger numbers create better shadows but it is also more expensive.
# type: int min: 128 max: 8192
# shadow_map_texture_size = 1024
# shadow_map_texture_size = 2048
# Sets shadow texture quality to 32 bits.
# On false, 16 bits texture will be used.
@ -479,13 +482,14 @@
# type: float min: -60 max: 60
# shadow_sky_body_orbit_tilt = 0.0
### Post processing
### Post Processing
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
# type: float min: -1 max: 1
# exposure_compensation = 0.0
# Enables Hable's 'Uncharted 2' filmic tone mapping.
# Simulates the tone curve of photographic film and how this approximates the
# appearance of high dynamic range images. Mid-range contrast is slightly
# enhanced, highlights and shadows are gradually compressed.
# type: bool
# tone_mapping = false
# Enable automatic exposure correction
# When enabled, the post-processing engine will
@ -494,6 +498,12 @@
# type: bool
# enable_auto_exposure = false
# Set the exposure compensation in EV units.
# Value of 0.0 (default) means no exposure compensation.
# Range: from -1 to 1.0
# type: float min: -1 max: 1
# exposure_compensation = 0.0
### Bloom
# Set to true to enable bloom effect.
@ -530,7 +540,7 @@
# Volume of all sounds.
# Requires the sound system to be enabled.
# type: float min: 0 max: 1
# sound_volume = 0.7
# sound_volume = 0.8
# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
@ -633,7 +643,7 @@
# Optional override for chat weblink color.
# type: string
# chat_weblink_color =
# chat_weblink_color = #8888FF
# Font size of the recent chat text and chat prompt in point (pt).
# Value 0 will use the default font size.
@ -683,29 +693,6 @@
# type: string
# update_information_url = https://www.minetest.net/release_info.json
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
# type: string
# update_last_checked =
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
# type: int
# update_last_known = 0
# Type of occlusion_culler
# "loops" is the legacy algorithm with nested loops and O(N^3) complexity
# "bfs" is the new algorithm based on breadth-first-search and side culling
# type: enum values: bfs, loops
# occlusion_culler = bfs
# Use raytraced occlusion culling in the new culler.
# This flag enables use of raytraced occlusion culling test
# type: bool
# enable_raytraced_culling = true
## Server
# Name of the player.
@ -843,7 +830,7 @@
# Amount of messages a player may send per 10 seconds.
# type: float min: 1
# chat_message_limit_per_10sec = 10.0
# chat_message_limit_per_10sec = 8.0
# Kick players who sent more than X messages per 10 seconds.
# type: int min: 1 max: 65535
@ -2674,8 +2661,8 @@
# Note: A restart is required after changing this!
# OpenGL is the default for desktop, and OGLES2 for Android.
# Shaders are supported by OpenGL and OGLES2 (experimental).
# type: enum values: opengl, ogles1, ogles2
# video_driver = opengl
# type: enum values: , opengl, ogles1, ogles2
# video_driver =
# Distance in nodes at which transparency depth sorting is enabled
# Use this to limit the performance impact of transparency depth sorting
@ -3247,6 +3234,23 @@
# type: bool
# enable_sound = true
# Unix timestamp (integer) of when the client last checked for an update
# Set this value to "disabled" to never check for updates.
# type: string
# update_last_checked =
# Version number which was last seen during an update check.
#
# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
# Ex: 5.5.0 is 005005000
# type: int
# update_last_known = 0
# This can be bound to a key to toggle camera smoothing when looking around.
# Useful for recording videos
# type: bool
# cinematic = false
# Key for moving the player forward.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
@ -3279,12 +3283,14 @@
# type: key
# keymap_sneak = KEY_LSHIFT
# Key for digging.
# Key for digging, punching or using something.
# (Note: The actual meaning might vary on a per-game basis.)
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_dig = KEY_LBUTTON
# Key for placing.
# Key for placing an item/block or for using something.
# (Note: The actual meaning might vary on a per-game basis.)
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_place = KEY_RBUTTON
@ -3327,7 +3333,7 @@
# Key for toggling pitch move mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_pitchmove = KEY_KEY_P
# keymap_pitchmove =
# Key for toggling fast mode.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
@ -3603,3 +3609,4 @@
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
# keymap_decrease_viewing_range_min = -