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Update minetest.conf.example and translation file

This commit is contained in:
updatepo.sh 2023-03-09 15:38:46 +01:00 committed by sfan5
parent 225659f6e0
commit c77f3d4dc4
2 changed files with 49 additions and 34 deletions

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@ -52,7 +52,7 @@
# The time in seconds it takes between repeated node placements when holding
# the place button.
# type: float min: 0.25 max: 2
# type: float min: 0.16 max: 2
# repeat_place_time = 0.25
# Automatically jump up single-node obstacles.
@ -191,9 +191,8 @@
# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# - pageflip: quadbuffer based 3d.
# Note that the interlaced mode requires shaders to be enabled.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview, pageflip
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
# 3d_mode = none
# Strength of 3D mode parallax.
@ -380,16 +379,6 @@
# type: bool
# tone_mapping = false
# Adjust the saturation (or vividness) of the scene
# Values
# < 1.0 decrease saturation
# > 1.0 increase saturation
# 1.0 = unchanged saturation
# 0.0 = black and white
# (Tone mapping needs to be enabled.)
# type: float min: 0 max: 5
# saturation = 1.0
### Waving Nodes
# Set to true to enable waving leaves.
@ -486,13 +475,18 @@
### Post processing
# Set the exposure compensation factor.
# This factor is applied to linear color value
# before all other post-processing effects.
# Value of 1.0 (default) means no exposure compensation.
# Range: from 0.1 to 10.0
# type: float min: 0.1 max: 10
# exposure_factor = 1.0
# 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
# Enable automatic exposure correction
# When enabled, the post-processing engine will
# automatically adjust to the brightness of the scene,
# simulating the behavior of human eye.
# type: bool
# enable_auto_exposure = false
### Bloom
@ -502,7 +496,7 @@
# enable_bloom = false
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:
# In debug mode, the screen is split into 4 quadrants:
# top-left - processed base image, top-right - final image
# bottom-left - raw base image, bottom-right - bloom texture.
# type: bool
@ -695,6 +689,11 @@
# type: int
# update_last_known = 0
# 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.
@ -2660,10 +2659,9 @@
# shader_path =
# The rendering back-end.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
# On other platforms, OpenGL is recommended.
# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
# 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
@ -2695,6 +2693,11 @@
# type: int min: 0 max: 50
# mesh_generation_interval = 0
# Number of threads to use for mesh generation.
# Value of 0 (default) will let Minetest autodetect the number of available threads.
# type: int min: 0 max: 8
# mesh_generation_threads = 0
# Size of the MapBlock cache of the mesh generator. Increasing this will
# increase the cache hit %, reducing the data being copied from the main
# thread, thus reducing jitter.
@ -2725,6 +2728,14 @@
# type: enum values: disable, enable, force
# autoscale_mode = disable
# Side length of a cube of map blocks that the client will consider together
# when generating meshes.
# Larger values increase the utilization of the GPU by reducing the number of
# draw calls, benefiting especially high-end GPUs.
# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
# type: int min: 1 max: 16
# client_mesh_chunk = 1
### Font
# type: bool