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Update minetest.conf.example and translation file
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2 changed files with 49 additions and 34 deletions
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@ -52,7 +52,7 @@
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# The time in seconds it takes between repeated node placements when holding
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# the place button.
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# type: float min: 0.25 max: 2
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# type: float min: 0.16 max: 2
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# repeat_place_time = 0.25
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# Automatically jump up single-node obstacles.
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@ -191,9 +191,8 @@
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# - topbottom: split screen top/bottom.
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# - sidebyside: split screen side by side.
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# - crossview: Cross-eyed 3d
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# - pageflip: quadbuffer based 3d.
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# Note that the interlaced mode requires shaders to be enabled.
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# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
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# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
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# 3d_mode = none
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# Strength of 3D mode parallax.
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# type: bool
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# tone_mapping = false
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# Adjust the saturation (or vividness) of the scene
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# Values
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# < 1.0 decrease saturation
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# > 1.0 increase saturation
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# 1.0 = unchanged saturation
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# 0.0 = black and white
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# (Tone mapping needs to be enabled.)
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# type: float min: 0 max: 5
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# saturation = 1.0
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### Waving Nodes
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# Set to true to enable waving leaves.
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### Post processing
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# Set the exposure compensation factor.
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# This factor is applied to linear color value
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# before all other post-processing effects.
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# Value of 1.0 (default) means no exposure compensation.
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# Range: from 0.1 to 10.0
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# type: float min: 0.1 max: 10
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# exposure_factor = 1.0
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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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# Enable automatic exposure correction
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# When enabled, the post-processing engine will
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# automatically adjust to the brightness of the scene,
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# simulating the behavior of human eye.
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# type: bool
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# enable_auto_exposure = false
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### Bloom
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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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# 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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@ -695,6 +689,11 @@
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# type: int
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# update_last_known = 0
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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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# shader_path =
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# The rendering back-end.
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# A restart is required after changing this.
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# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
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# On other platforms, OpenGL is recommended.
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# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
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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: int min: 0 max: 50
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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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# type: int min: 0 max: 8
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# mesh_generation_threads = 0
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# Size of the MapBlock cache of the mesh generator. Increasing this will
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# increase the cache hit %, reducing the data being copied from the main
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# thread, thus reducing jitter.
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# type: enum values: disable, enable, force
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# autoscale_mode = disable
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# Side length of a cube of map blocks that the client will consider together
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# when generating meshes.
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# Larger values increase the utilization of the GPU by reducing the number of
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# draw calls, benefiting especially high-end GPUs.
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# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
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# type: int min: 1 max: 16
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# client_mesh_chunk = 1
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### Font
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# type: bool
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