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Update minetest.conf.example and settings_translation_file.cpp
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updatepo.sh authored and sfan5 committed Feb 9, 2025
1 parent 3f58def commit 0549b6e
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136 changes: 57 additions & 79 deletions minetest.conf.example
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# to the game world only, keeping the GUI intact.
# It should give a significant performance boost at the cost of less detailed image.
# Higher values result in a less detailed image.
# Note: Undersampling is currently not supported if the "3d_mode" setting is set
# to a non-default value.
# type: int min: 1 max: 8
# undersampling = 1

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# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
# Note that the interlaced mode requires shaders to be enabled.
# type: enum values: none, anaglyph, interlaced, topbottom, sidebyside, crossview
# 3d_mode = none

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### Clouds

# Clouds are a client-side effect.
# type: bool
# enable_clouds = true

# Use 3D cloud look instead of flat.
# Allow clouds to look 3D instead of flat.
# type: bool
# enable_3d_clouds = true

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# trilinear_filter = false

# Use anisotropic filtering when looking at textures from an angle.
# This provides a significant improvement when used together with mipmapping.
# type: bool
# anisotropic_filter = false

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# * None - No antialiasing (default)
#
# * FSAA - Hardware-provided full-screen antialiasing
# (incompatible with Post Processing and Undersampling)
# A.K.A multi-sample antialiasing (MSAA)
# Smoothens out block edges but does not affect the insides of textures.
# A restart is required to change this option.
#
# * FXAA - Fast approximate antialiasing (requires shaders)
# If Post Processing is disabled, changing FSAA requires a restart.
# Also, if Post Processing is disabled, FSAA will not work together with
# undersampling or a non-default "3d_mode" setting.
#
# * FXAA - Fast approximate antialiasing
# Applies a post-processing filter to detect and smoothen high-contrast edges.
# Provides balance between speed and image quality.
#
# * SSAA - Super-sampling antialiasing (requires shaders)
# * SSAA - Super-sampling antialiasing
# Renders higher-resolution image of the scene, then scales down to reduce
# the aliasing effects. This is the slowest and the most accurate method.
# type: enum values: none, fsaa, fxaa, ssaa
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# type: bool
# performance_tradeoffs = false

# Adds particles when digging a node.
# type: bool
# enable_particles = true

### Waving Nodes

# Set to true to enable waving leaves.
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# type: bool
# shadow_map_texture_32bit = true

# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
# type: bool
# shadow_poisson_filter = true

# Define shadow filtering quality.
# This simulates the soft shadows effect by applying a PCF or Poisson disk
# but also uses more resources.
# type: enum values: 0, 1, 2
# shadow_filters = 1

# Enable colored shadows.
# On true translucent nodes cast colored shadows. This is expensive.
# Enable colored shadows for transculent nodes.
# This is expensive.
# type: bool
# shadow_map_color = false

# Spread a complete update of shadow map over given number of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# Minimum value: 1; maximum value: 16
# type: int min: 1 max: 16
# shadow_update_frames = 8

# Set the soft shadow radius size.
# Lower values mean sharper shadows, bigger values mean softer shadows.
# Minimum value: 1.0; maximum value: 15.0
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# type: float min: 0 max: 1
# sound_volume_unfocused = 0.3

# Whether to mute sounds. You can unmute sounds at any time, unless the
# sound system is disabled (enable_sound=false).
# Whether to mute sounds. You can unmute sounds at any time.
# In-game, you can toggle the mute state with the mute key or by using the
# pause menu.
# type: bool
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# type: bool
# gui_scaling_filter = false

# When gui_scaling_filter_txr2img is true, copy those images
# from hardware to software for scaling. When false, fall back
# to the old scaling method, for video drivers that don't
# properly support downloading textures back from hardware.
# type: bool
# gui_scaling_filter_txr2img = true

# Delay showing tooltips, stated in milliseconds.
# type: int min: 0 max: 1.844674407371e+19
# tooltip_show_delay = 400
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# The URL for the content repository
# type: string
# contentdb_url = https://content.minetest.net
# contentdb_url = https://content.luanti.org

# If enabled and you have ContentDB packages installed, Luanti may contact ContentDB to
# check for package updates when opening the mainmenu.
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# as defined by the Free Software Foundation.
# You can also specify content ratings.
# These flags are independent from Luanti versions,
# so see a full list at https://content.minetest.net/help/content_flags/
# so see a full list at https://content.luanti.org/help/content_flags/
# type: string
# contentdb_flag_blacklist = nonfree, desktop_default

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# URL to the server list displayed in the Multiplayer Tab.
# type: string
# serverlist_url = servers.minetest.net
# serverlist_url = https://servers.luanti.org

# If enabled, account registration is separate from login in the UI.
# If disabled, new accounts will be registered automatically when logging in.
# If enabled, server account registration is separate from login in the UI.
# If disabled, connecting to a server will automatically register a new account.
# type: bool
# enable_split_login_register = true

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## Server

# Name of the player.
# When running a server, clients connecting with this name are admins.
# When running a server, a client connecting with this name is admin.
# When starting from the main menu, this is overridden.
# type: string
# name =
Expand All @@ -773,11 +749,11 @@

# Domain name of server, to be displayed in the serverlist.
# type: string
# server_address = game.minetest.net
# server_address = game.example.net

# Homepage of server, to be displayed in the serverlist.
# type: string
# server_url = https://minetest.net
# server_url = https://game.example.net

# Automatically report to the serverlist.
# type: bool
Expand All @@ -789,7 +765,7 @@

# Announce to this serverlist.
# type: string
# serverlist_url = servers.minetest.net
# serverlist_url = https://servers.luanti.org

# Message of the day displayed to players connecting.
# type: string
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# Enable/disable running an IPv6 server.
# Ignored if bind_address is set.
# Needs enable_ipv6 to be enabled.
# type: bool
# ipv6_server = false

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### Graphics

# Shaders are a fundamental part of rendering and enable advanced visual effects.
# Enables debug and error-checking in the OpenGL driver.
# type: bool
# enable_shaders = true
# opengl_debug = false

# Path to shader directory. If no path is defined, default location will be used.
# type: path
Expand All @@ -2757,20 +2732,17 @@
# type: int min: 0 max: 128
# transparency_sorting_distance = 16

# Draw transparency sorted triangles grouped by their mesh buffers.
# This breaks transparency sorting between mesh buffers, but avoids situations
# where transparency sorting would be very slow otherwise.
# type: bool
# transparency_sorting_group_by_buffers = true

# Radius of cloud area stated in number of 64 node cloud squares.
# Values larger than 26 will start to produce sharp cutoffs at cloud area corners.
# type: int min: 1 max: 62
# type: int min: 8 max: 62
# cloud_radius = 12

# Whether node texture animations should be desynchronized per mapblock.
# type: bool
# desynchronize_mapblock_texture_animation = false

# Enables caching of facedir rotated meshes.
# This is only effective with shaders disabled.
# type: bool
# enable_mesh_cache = false

# Delay between mesh updates on the client in ms. Increasing this will slow
# down the rate of mesh updates, thus reducing jitter on slower clients.
# type: int min: 0 max: 50
Expand All @@ -2781,6 +2753,11 @@
# type: int min: 0 max: 8
# mesh_generation_threads = 0

# All mesh buffers with less than this number of vertices will be merged
# during map rendering. This improves rendering performance.
# type: int min: 0 max: 1000
# mesh_buffer_min_vertices = 300

# True = 256
# False = 128
# Usable to make minimap smoother on slower machines.
Expand All @@ -2805,12 +2782,11 @@
# type: enum values: disable, enable, force
# autoscale_mode = disable

# When using bilinear/trilinear/anisotropic filters, low-resolution textures
# can be blurred, so automatically upscale them with nearest-neighbor
# interpolation to preserve crisp pixels. This sets the minimum texture size
# for the upscaled textures; higher values look sharper, but require more
# memory. Powers of 2 are recommended. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# When using bilinear/trilinear filtering, low-resolution textures
# can be blurred, so this option automatically upscales them to preserve
# crisp pixels. This defines the minimum texture size for the upscaled textures;
# higher values look sharper, but require more memory.
# This setting is ONLY applied if any of the mentioned filters are enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
# type: int min: 1 max: 32768
Expand All @@ -2824,9 +2800,22 @@
# type: int min: 1 max: 16
# client_mesh_chunk = 1

# Enables debug and error-checking in the OpenGL driver.
# Decide the color depth of the texture used for the post-processing pipeline.
# Reducing this can improve performance, but some effects (e.g. debanding)
# require more than 8 bits to work.
# type: enum values: 8, 10, 16
# post_processing_texture_bits = 16

# Enable Poisson disk filtering.
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
# type: bool
# opengl_debug = false
# shadow_poisson_filter = true

# Spread a complete update of the shadow map over a given number of frames.
# Higher values might make shadows laggy, lower values
# will consume more resources.
# type: int min: 1 max: 32
# shadow_update_frames = 16

# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:
Expand Down Expand Up @@ -3057,10 +3046,6 @@
# type: int min: -1
# max_forceloaded_blocks = 16

# Interval of sending time of day to clients, stated in seconds.
# type: float min: 0.001
# time_send_interval = 5.0

# Interval of saving important changes in the world, stated in seconds.
# type: float min: 0.001
# server_map_save_interval = 5.3
Expand All @@ -3071,7 +3056,7 @@
# server_unload_unused_data_timeout = 29

# Maximum number of statically stored objects in a block.
# type: int min: 1 max: 65535
# type: int min: 256 max: 65535
# max_objects_per_block = 256

# Length of time between active block management cycles, stated in seconds.
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# type: bool
# show_advanced = false

# Enables the sound system.
# If disabled, this completely disables all sounds everywhere and the in-game
# sound controls will be non-functional.
# Changing this setting requires a restart.
# type: bool
# enable_sound = true

# Key for moving the player forward.
# See https://github.com/minetest/irrlicht/blob/master/include/Keycodes.h
# type: key
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