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Add setting to disable direction dependent fog and sky colors
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@@ -22,16 +22,15 @@
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# Client and server
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#
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# Name of player; on a server this is the main admin
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#name =
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#name =
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#
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# Client stuff
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#
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# Port to connect to (UDP)
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#remote_port =
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#remote_port =
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# Key mappings
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#keymap_forward = KEY_KEY_W
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@@ -83,7 +82,7 @@
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#vsync = false
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#fov = 72
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# Address to connect to (#blank = start local server)
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#address =
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#address =
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# Enable random user input, for testing
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#random_input = false
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# Timeout for client to remove unused map data from memory
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@@ -116,7 +115,7 @@
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# disable for speed or for different looks.
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#smooth_lighting = true
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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#texture_path =
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
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#video_driver = opengl
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@@ -190,6 +189,8 @@
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button
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#repeat_rightclick_time = 0.25
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
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#directional_colored_fog = true
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# Default timeout for cURL, in milliseconds
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# Only has an effect if compiled with cURL
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@@ -228,7 +229,7 @@
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# Server stuff
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#
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# Network port to listen (UDP)
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#port =
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#port =
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# Name of server
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#server_name = Minetest server
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# Description of server
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@@ -262,7 +263,7 @@
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# Gives some stuff to players at the beginning
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#give_initial_stuff = false
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# New users need to input this password
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#default_password =
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#default_password =
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
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@@ -278,7 +279,7 @@
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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#enable_rollback_recording = false
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# If true, blocks are cached (and generated if not before) before a player is spawned.
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# If true, blocks are cached (and generated if not before) before a player is spawned.
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#cache_block_before_spawn = true
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# Defines the maximum height a player can spawn in a map, above water level
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#max_spawn_height = 50
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@@ -342,7 +343,7 @@
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#emergequeue_limit_diskonly =
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# Maximum number of blocks to be queued that are to be generated.
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# Leave blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_generate =
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#emergequeue_limit_generate =
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# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
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# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
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#num_emerge_threads = 1
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