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Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
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commit
e7c7441429
285 changed files with 8894 additions and 4654 deletions
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@ -77,8 +77,11 @@
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# Sections are marked by a single line in the format: [Section Name]
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# Sub-section are marked by adding * in front of the section name: [*Sub-section]
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# Sub-sub-sections have two * etc.
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# There shouldn't be too much settings per category; settings that shouldn't be
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# modified by the "average user" should be in (sub-)categories called "Advanced".
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# There shouldn't be too many settings per category.
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#
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# The top-level categories "Advanced", "Client and Server" and "Mapgen" are
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# handled specially and its contents only shown when a checkbox is checked.
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# They contain settings not intended for the "average user".
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[Controls]
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@ -410,10 +413,12 @@ anisotropic_filter (Anisotropic filtering) bool false
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# * None - No antialiasing (default)
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#
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# * FSAA - Hardware-provided full-screen antialiasing
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# (incompatible with Post Processing and Undersampling)
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# A.K.A multi-sample antialiasing (MSAA)
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# If Post Processing is disabled, changing FSAA requires a restart.
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# Also, if Post Processing is disabled, FSAA will not work together with
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# undersampling or a non-default "3d_mode" setting.
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#
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# * FXAA - Fast approximate antialiasing
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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@ -469,6 +474,7 @@ performance_tradeoffs (Tradeoffs for performance) bool false
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# Adds particles when digging a node.
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enable_particles (Digging particles) bool true
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[**Waving Nodes]
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# Set to true to enable waving leaves.
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@ -535,12 +541,6 @@ shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_poisson_filter (Poisson filtering) bool true
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# Define shadow filtering quality.
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# This simulates the soft shadows effect by applying a PCF or Poisson disk
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# but also uses more resources.
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@ -554,14 +554,6 @@ shadow_filters (Shadow filter quality) enum 1 0,1,2
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_color (Colored shadows) bool false
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# Spread a complete update of shadow map over given number of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_update_frames (Map shadows update frames) int 8 1 16
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 15.0
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@ -805,7 +797,7 @@ contentdb_max_concurrent_downloads (ContentDB Max Concurrent Downloads) int 3 1
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enable_local_map_saving (Saving map received from server) bool false
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# URL to the server list displayed in the Multiplayer Tab.
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serverlist_url (Serverlist URL) string servers.luanti.org
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serverlist_url (Serverlist URL) string https://servers.luanti.org
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# If enabled, account registration is separate from login in the UI.
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# If disabled, new accounts will be registered automatically when logging in.
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@ -843,7 +835,7 @@ server_announce (Announce server) bool false
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server_announce_send_players (Send player names to the server list) bool true
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# Announce to this serverlist.
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serverlist_url (Serverlist URL) string servers.luanti.org
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serverlist_url (Serverlist URL) string https://servers.luanti.org
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# Message of the day displayed to players connecting.
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motd (Message of the day) string
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@ -1853,6 +1845,9 @@ ignore_world_load_errors (Ignore world errors) bool false
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[**Graphics]
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# Enables debug and error-checking in the OpenGL driver.
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opengl_debug (OpenGL debug) bool false
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# Path to shader directory. If no path is defined, default location will be used.
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shader_path (Shader path) path
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@ -1866,6 +1861,11 @@ video_driver (Video driver) enum ,opengl,opengl3,ogles2
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# Set to 0 to disable it entirely.
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transparency_sorting_distance (Transparency Sorting Distance) int 16 0 128
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# Draw transparency sorted triangles grouped by their mesh buffers.
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# This breaks transparency sorting between mesh buffers, but avoids situations
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# where transparency sorting would be very slow otherwise.
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transparency_sorting_group_by_buffers (Transparency Sorting Group by Buffers) bool true
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# Radius of cloud area stated in number of 64 node cloud squares.
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# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
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cloud_radius (Cloud radius) int 12 1 62
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@ -1919,8 +1919,26 @@ texture_min_size (Base texture size) int 64 1 32768
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# Systems with a low-end GPU (or no GPU) would benefit from smaller values.
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client_mesh_chunk (Client Mesh Chunksize) int 1 1 16
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# Enables debug and error-checking in the OpenGL driver.
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opengl_debug (OpenGL debug) bool false
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# Decide the color depth of the texture used for the post-processing pipeline.
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# Reducing this can improve performance, but might cause some effects (e.g. bloom)
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# to not work.
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#
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# Requires: enable_post_processing
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post_processing_texture_bits (Color depth for post-processing texture) enum 16 8,10,16
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_poisson_filter (Poisson filtering) bool true
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# Spread a complete update of shadow map over given number of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_update_frames (Map shadows update frames) int 8 1 16
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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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