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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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4 changed files with 164 additions and 155 deletions
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@ -18,24 +18,19 @@
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## General
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# If enabled, you can place blocks at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes in small areas.
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# type: bool
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# enable_build_where_you_stand = false
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# Smooths camera when looking around. Also called look or mouse smoothing.
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# Useful for recording videos.
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# type: bool
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# cinematic = false
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# Smooths rotation of camera. 0 to disable.
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# Smooths rotation of camera, also called look or mouse smoothing. 0 to disable.
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# type: float min: 0 max: 0.99
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# camera_smoothing = 0.0
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# Smooths rotation of camera in cinematic mode. 0 to disable.
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# Smooths rotation of camera when in cinematic mode, 0 to disable. Enter cinematic mode by using the key set in Change Keys.
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# type: float min: 0 max: 0.99
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# cinematic_camera_smoothing = 0.7
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# If enabled, you can place nodes at the position (feet + eye level) where you stand.
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# This is helpful when working with nodeboxes in small areas.
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# type: bool
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# enable_build_where_you_stand = false
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# If enabled, "Aux1" key instead of "Sneak" key is used for climbing down and
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# descending.
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# type: bool
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@ -103,15 +98,22 @@
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### Screen
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# Width component of the initial window size. Ignored in fullscreen mode.
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# Width component of the initial window size.
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# type: int min: 1 max: 65535
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# screen_w = 1024
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# Height component of the initial window size. Ignored in fullscreen mode.
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# Height component of the initial window size.
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# type: int min: 1 max: 65535
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# screen_h = 600
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# Whether the window is maximized.
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# type: bool
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# window_maximized = false
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# Save window size automatically when modified.
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# If true, screen size is saved in screen_w and screen_h, and whether the window
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# is maximized is stored in window_maximized.
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# (Autosaving window_maximized only works if compiled with SDL.)
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# type: bool
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# autosave_screensize = true
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@ -131,7 +133,7 @@
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# type: int min: 1 max: 4294967295
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# fps_max = 60
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# Vertical screen synchronization.
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# Vertical screen synchronization. Your system may still force VSync on even if this is disabled.
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# type: bool
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# vsync = false
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@ -218,13 +220,6 @@
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### Camera
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# Camera 'near clipping plane' distance in nodes, between 0 and 0.25
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# Only works on GLES platforms. Most users will not need to change this.
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# Increasing can reduce artifacting on weaker GPUs.
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# 0.1 = Default, 0.25 = Good value for weaker tablets.
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# type: float min: 0 max: 0.25
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# near_plane = 0.1
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# Field of view in degrees.
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# type: int min: 45 max: 160
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# fov = 72
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@ -242,7 +237,7 @@
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# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
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# set to the nearest valid value.
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# type: float min: 0.25 max: 4
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# ambient_occlusion_gamma = 2.2
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# ambient_occlusion_gamma = 1.8
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### Screenshots
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@ -362,6 +357,23 @@
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# type: enum values: 0, 1, 2, 4, 8, 16
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# fsaa = 0
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### Occlusion Culling
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# Type of occlusion_culler
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#
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# "loops" is the legacy algorithm with nested loops and O(n³) complexity
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# "bfs" is the new algorithm based on breadth-first-search and side culling
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#
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# This setting should only be changed if you have performance problems.
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# type: enum values: bfs, loops
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# occlusion_culler = bfs
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# Use raytraced occlusion culling in the new culler.
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# This flag enables use of raytraced occlusion culling test for
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# client mesh sizes smaller than 4x4x4 map blocks.
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# type: bool
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# enable_raytraced_culling = true
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## Shaders
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# Shaders allow advanced visual effects and may increase performance on some video
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@ -370,15 +382,6 @@
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# type: bool
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# enable_shaders = true
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### Tone Mapping
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# Enables Hable's 'Uncharted 2' filmic tone mapping.
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# Simulates the tone curve of photographic film and how this approximates the
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# appearance of high dynamic range images. Mid-range contrast is slightly
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# enhanced, highlights and shadows are gradually compressed.
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# type: bool
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# tone_mapping = false
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### Waving Nodes
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# Set to true to enable waving leaves.
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@ -430,13 +433,13 @@
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# Maximum distance to render shadows.
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# type: float min: 10 max: 1000
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# shadow_map_max_distance = 120.0
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# shadow_map_max_distance = 200.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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# Bigger numbers create better shadows but it is also more expensive.
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# type: int min: 128 max: 8192
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# shadow_map_texture_size = 1024
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# shadow_map_texture_size = 2048
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# Sets shadow texture quality to 32 bits.
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# On false, 16 bits texture will be used.
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@ -479,13 +482,14 @@
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# type: float min: -60 max: 60
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# shadow_sky_body_orbit_tilt = 0.0
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### Post processing
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### Post Processing
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# Set the exposure compensation in EV units.
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# Value of 0.0 (default) means no exposure compensation.
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# Range: from -1 to 1.0
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# type: float min: -1 max: 1
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# exposure_compensation = 0.0
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# Enables Hable's 'Uncharted 2' filmic tone mapping.
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# Simulates the tone curve of photographic film and how this approximates the
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# appearance of high dynamic range images. Mid-range contrast is slightly
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# enhanced, highlights and shadows are gradually compressed.
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# type: bool
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# tone_mapping = false
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# Enable automatic exposure correction
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# When enabled, the post-processing engine will
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@ -494,6 +498,12 @@
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# type: bool
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# enable_auto_exposure = false
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# Set the exposure compensation in EV units.
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# Value of 0.0 (default) means no exposure compensation.
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# Range: from -1 to 1.0
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# type: float min: -1 max: 1
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# exposure_compensation = 0.0
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### Bloom
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# Set to true to enable bloom effect.
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# Volume of all sounds.
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# Requires the sound system to be enabled.
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# type: float min: 0 max: 1
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# sound_volume = 0.7
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# sound_volume = 0.8
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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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# Optional override for chat weblink color.
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# type: string
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# chat_weblink_color =
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# chat_weblink_color = #8888FF
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# Font size of the recent chat text and chat prompt in point (pt).
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# Value 0 will use the default font size.
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# type: string
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# update_information_url = https://www.minetest.net/release_info.json
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# Unix timestamp (integer) of when the client last checked for an update
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# Set this value to "disabled" to never check for updates.
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# type: string
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# update_last_checked =
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# Version number which was last seen during an update check.
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#
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# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
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# Ex: 5.5.0 is 005005000
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# type: int
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# update_last_known = 0
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# Type of occlusion_culler
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# "loops" is the legacy algorithm with nested loops and O(N^3) complexity
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# "bfs" is the new algorithm based on breadth-first-search and side culling
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# type: enum values: bfs, loops
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# occlusion_culler = bfs
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# Use raytraced occlusion culling in the new culler.
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# This flag enables use of raytraced occlusion culling test
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# type: bool
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# enable_raytraced_culling = true
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## Server
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# Name of the player.
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# Amount of messages a player may send per 10 seconds.
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# type: float min: 1
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# chat_message_limit_per_10sec = 10.0
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# chat_message_limit_per_10sec = 8.0
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# Kick players who sent more than X messages per 10 seconds.
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# type: int min: 1 max: 65535
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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 OpenGL and OGLES2 (experimental).
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# type: enum values: opengl, ogles1, ogles2
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# video_driver = opengl
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# type: enum values: , opengl, ogles1, 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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# type: bool
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# enable_sound = true
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# Unix timestamp (integer) of when the client last checked for an update
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# Set this value to "disabled" to never check for updates.
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# type: string
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# update_last_checked =
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# Version number which was last seen during an update check.
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#
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# Representation: MMMIIIPPP, where M=Major, I=Minor, P=Patch
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# Ex: 5.5.0 is 005005000
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# type: int
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# update_last_known = 0
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# This can be bound to a key to toggle camera smoothing when looking around.
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# Useful for recording videos
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# type: bool
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# cinematic = false
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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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# type: key
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# keymap_sneak = KEY_LSHIFT
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# Key for digging.
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# Key for digging, punching or using something.
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# (Note: The actual meaning might vary on a per-game basis.)
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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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# keymap_dig = KEY_LBUTTON
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# Key for placing.
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# Key for placing an item/block or for using something.
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# (Note: The actual meaning might vary on a per-game basis.)
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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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# keymap_place = KEY_RBUTTON
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# Key for toggling pitch move mode.
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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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# keymap_pitchmove = KEY_KEY_P
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# keymap_pitchmove =
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# Key for toggling fast mode.
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# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
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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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# keymap_decrease_viewing_range_min = -
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